Compare commits

...
138 Commits
Author SHA1 Message Date
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 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
482 changed files with 54772 additions and 3691 deletions
+5 -5
View File
@@ -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.**
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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
+3 -3
View File
@@ -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?"
+2 -2
View File
@@ -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
+1 -1
View File
@@ -1,6 +1,6 @@
---
name: inigo
description: Sound Designer for the Commonwealth 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.
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
+2 -2
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
+3 -3
View File
@@ -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
+3 -3
View File
@@ -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
@@ -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 `db/connectors/qdrant-index <path>`.
- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `tooling/db/qdrant-index <path>`.
## Team workflow (mandatory)
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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
View File
@@ -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
+2 -2
View File
@@ -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
+1 -1
View File
@@ -1,6 +1,6 @@
# Local Services
Endpoints are also preconfigured in `db/connectors/config.json`.
Endpoints are also preconfigured in `tooling/db/config.json`.
- **Gitea:** `http://git.schweitz.internal` (login: `schweitz`)
- **Qdrant:** `http://tower-of-joy:6333/`
+4 -1
View File
@@ -17,11 +17,14 @@ docs/
workshops/ # Workshop briefs and outputs
db/
schema.sql # Database schema
connectors/ # Connector scripts for SQLite and Qdrant
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
+15 -13
View File
@@ -25,20 +25,22 @@
"Bash(git ls-tree *)",
"Bash(git rev-parse --show-toplevel)",
"Bash(db/connectors/ticket *)",
"Bash(db/connectors/sprint *)",
"Bash(db/connectors/sqlite-query *)",
"Bash(db/connectors/sqlite-exec *)",
"Bash(db/connectors/qdrant-search *)",
"Bash(db/connectors/qdrant-index *)",
"Bash(db/connectors/qdrant-health)",
"Bash(db/connectors/qdrant-count)",
"Bash(db/connectors/sqlite-init)",
"Bash(db/connectors/decisions-sync)",
"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(db/connectors/audio-generate *)",
"Bash(db/connectors/audio-health)",
"Bash(db/connectors/audio-post *)",
"Bash(tooling/db/audio-generate *)",
"Bash(tooling/db/audio-health)",
"Bash(tooling/db/audio-post *)",
"Bash(tooling/db/audio-batch *)",
"Bash(make *)",
"Bash(make)",
+15 -15
View File
@@ -13,7 +13,7 @@ description: >
# Audio Generation — The Settled Reach
Generate sonically consistent audio assets using the Stable Audio Open API via
wrapper scripts at `db/connectors/audio-*`.
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
@@ -25,21 +25,21 @@ workflow, and quality validation.
```bash
# Check API health
db/connectors/audio-health
tooling/db/audio-health
# Generate a single asset (WAV only)
db/connectors/audio-generate "prompt text" \
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)
db/connectors/audio-generate "prompt text" \
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)
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
```
### Parameters
@@ -138,16 +138,16 @@ AMB-001, SFX-002, UI-005). This couples the manifest to the asset inventory.
```bash
# Full run
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
# Dry run — preview what would be generated
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --dry-run
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --dry-run
# Generate only specific assets
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --only AMB-001,AMB-002
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --only AMB-001,AMB-002
# Skip assets that already have OGG files
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --skip-existing
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --skip-existing
```
### 3. Update asset docs with prompts
@@ -190,8 +190,8 @@ For one-off generation or iteration on a specific asset:
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 `db/connectors/audio-health` to verify the API is up.
6. Run `db/connectors/audio-generate` with `--post` or `--output-ogg` to
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`.
@@ -218,12 +218,12 @@ If you need to post-process separately (e.g., re-normalizing an existing file):
```bash
# Full pipeline: trim → normalize → convert
db/connectors/audio-post pipeline input.wav --output output.ogg
tooling/db/audio-post pipeline input.wav --output output.ogg
# Individual steps
db/connectors/audio-post trim input.wav
db/connectors/audio-post normalize input.wav --lufs -16
db/connectors/audio-post convert input.wav --output output.ogg
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)
+1 -1
View File
@@ -169,7 +169,7 @@ Construct the ticket title and description from the report summary and any
investigation findings. Use the ticket CLI:
```bash
db/connectors/ticket create bug "{title}" --team {team} --description "{description}"
tooling/db/ticket create bug "{title}" --team {team} --description "{description}"
```
The description should include:
+3 -3
View File
@@ -20,14 +20,14 @@ and workflows.
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"
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 db/connectors/qdrant_connector.py create-collection
python3 tooling/db/qdrant_connector.py create-collection
```
## Bulk Indexing
@@ -35,7 +35,7 @@ python3 db/connectors/qdrant_connector.py create-collection
Index all project documents at once:
```bash
for f in decisions/*.md DISCUSSION.md TEAM.md docs/discussions/*.md docs/briefings/*.md; do
db/connectors/qdrant-index "$f"
tooling/db/qdrant-index "$f"
done
```
+1 -1
View File
@@ -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
+1 -1
View File
@@ -123,7 +123,7 @@ Extract ticket IDs from `#NNN` patterns. For each ticket that is
currently `in_progress`, update it to `review`:
```bash
db/connectors/ticket status <id> review
tooling/db/ticket status <id> review
```
Report which tickets were moved to review. Skip tickets that are
+13 -13
View File
@@ -74,44 +74,44 @@ If the diff is empty, report "No changes to review" and stop.
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 branch worktree (see below).
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 worktree paths for ALL agents.** This project uses git
worktrees. Each team branch is checked out at:
**IMPORTANT — use team directory paths for ALL agents.** Each team branch
is checked out in its own directory at:
```
/var/home/jeroenschweitzer/Projects/settled-reach/<branch>/
/var/mnt/data/projects/settled-reach/<branch>/
```
For example, the `copy` branch lives at:
For example, the `copy` team directory is at:
```
/var/home/jeroenschweitzer/Projects/settled-reach/copy/content/dialogue/...
/var/mnt/data/projects/settled-reach/copy/content/dialogue/...
```
**All reviewer agents** (regardless of Bash access) should read source files
from the worktree path using the Read tool. This is more reliable than
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
worktree path. Example instruction for agents:
team directory. Example instruction for agents:
```
Read the changed files from the branch worktree. The branch is checked
out at: /var/home/jeroenschweitzer/Projects/settled-reach/<branch>/
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/home/jeroenschweitzer/Projects/settled-reach/<branch>/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
worktree (they're identical to main, but using the worktree path keeps
agents grounded in the correct directory).
directory (they're identical to main, but using the team directory path
keeps agents grounded in the correct location).
### 4. Spawn reviewers in parallel
@@ -2,20 +2,24 @@
Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**All agents read from worktree paths.** Each branch is checked out at:
`/var/home/jeroenschweitzer/Projects/settled-reach/<branch>/`
**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 worktree using the
Read tool. Include the worktree base 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 worktree.
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 worktree path, list of changed files, and commit log.
Tell Hoshe to read source files from the worktree, then review for:
- 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?)
@@ -25,8 +29,8 @@ can read directly from the worktree.
**Tyre (Architecture)**
- `subagent_type`: `tyre`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Tyre to read the relevant `decisions/*.md` files from the worktree
- 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
@@ -38,8 +42,8 @@ can read directly from the worktree.
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- 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
@@ -48,9 +52,9 @@ can read directly from the worktree.
**Paula (Narrative Depth)**
- `subagent_type`: `paula`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, commit log, and
- 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 worktree using the Read tool, then review for:
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?
@@ -59,9 +63,9 @@ can read directly from the worktree.
**Miri (World Consistency)**
- `subagent_type`: `miri`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, commit log, and
- 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 worktree using the Read tool, then review for:
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
@@ -72,8 +76,8 @@ can read directly from the worktree.
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- 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
@@ -81,21 +85,21 @@ can read directly from the worktree.
**Araminta (Art Direction)**
- `subagent_type`: `araminta`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
- 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 Commonwealth aesthetic
- Mood and tone — sleek, advanced, subtle Settled Reach aesthetic
## Audio reviews (`audio`)
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- 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
@@ -103,11 +107,11 @@ can read directly from the worktree.
**Ozzie (Player Experience)**
- `subagent_type`: `ozzie`, `model`: `sonnet`
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Ozzie to read all files from the worktree using the Read tool, then
- 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 Commonwealth?
- 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?
+26 -13
View File
@@ -88,7 +88,7 @@ the user and a purpose-assembled agent panel.
Get carry-overs, backlog candidates, and decision gaps in one shot:
```bash
db/connectors/sprint prepare
tooling/db/sprint prepare
```
This auto-detects the next sprint number (max ID + 1), creates the sprint
@@ -103,10 +103,10 @@ record in `planning` status if needed, and outputs:
For critical epics, check their children for granular candidates:
```bash
db/connectors/ticket children <epic_id>
tooling/db/ticket children <epic_id>
```
Use `db/connectors/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
Use `tooling/db/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
### 3. Read existing code state
@@ -154,13 +154,12 @@ 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 — worktree-relative paths:** This project uses git worktrees.
Each team branch is checked out in its own worktree, and each worktree
contains the full repo (`server/`, `client/`, `docs/`, etc.). All file
paths in briefings must be relative to the worktree/git root. Example:
**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 the git root (`../sibling-worktree/...`).
Agents must stay within the git root they are running in.
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
@@ -184,16 +183,29 @@ Update it with the theme and goal, then assign tickets:
```bash
# Update the sprint with theme and goal
db/connectors/sqlite-exec "UPDATE sprints SET name='Sprint N: Theme', goal='goal' WHERE id=N"
tooling/db/sqlite-exec "UPDATE sprints SET name='Sprint N: Theme', goal='goal' WHERE id=N"
# Assign tickets
db/connectors/ticket sprint assign <ticket_id> <sprint_id>
tooling/db/ticket sprint assign <ticket_id> <sprint_id>
```
The sprint stays in `planning` status until explicitly activated via
`db/connectors/sprint start`. This prevents starting an unplanned sprint.
`tooling/db/sprint start`. This prevents starting an unplanned sprint.
### 8. Present summary
### 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
@@ -201,3 +213,4 @@ Output:
- Carry-over count
- Open questions that need early resolution
- Files written
- Commit pushed to main
@@ -26,7 +26,7 @@ Each team gets one briefing file at `docs/sprints/sprint-N/<team>.md`.
|---|-------|------------|
| #ID | Title | #dependency or — |
Use `db/connectors/ticket show <id>` for full details.
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
+16 -11
View File
@@ -38,7 +38,7 @@ 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
db/connectors/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
tooling/db/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
```
Then follow the **first matching case**:
@@ -48,7 +48,7 @@ Then follow the **first matching case**:
First, check whether the sprint's work is actually done:
```bash
db/connectors/sprint status
tooling/db/sprint status
```
This shows ticket counts by status (done, in_progress, backlog).
@@ -81,7 +81,7 @@ explicitly chooses to close.
#### A1. Close the active sprint
```bash
db/connectors/sprint stop
tooling/db/sprint stop
```
This marks the active sprint as completed and lists carry-over candidates.
@@ -142,7 +142,7 @@ A sprint is ready to activate. Verify it looks complete:
```
2. Check the ticket count:
```bash
db/connectors/sprint status --sprint N
tooling/db/sprint status --sprint N
```
If briefings are missing or the sprint has 0 tickets, report the gap
@@ -151,7 +151,7 @@ and suggest running `/sprint-plan` to complete planning.
If everything looks ready, activate the sprint:
```bash
db/connectors/sprint start
tooling/db/sprint start
```
Then report:
@@ -184,7 +184,7 @@ If the merge has conflicts, report them and stop — do not force-resolve.
Run the sprint CLI to get the full context dump in one shot:
```bash
db/connectors/sprint start-work
tooling/db/sprint start-work
```
This auto-detects the active sprint and current team from the branch.
@@ -204,7 +204,7 @@ If no matching briefing exists for the team, suggest running
For tickets that need more detail than the `start-work` summary provides:
```bash
db/connectors/ticket show <id>
tooling/db/ticket show <id>
```
### 6. Read key decisions
@@ -218,7 +218,7 @@ Mark all actionable (unblocked, non-done) tickets in the sprint as
`in_progress`:
```bash
db/connectors/ticket status <id> in_progress
tooling/db/ticket status <id> in_progress
```
Then output a summary:
@@ -290,14 +290,19 @@ Task(
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:
db/connectors/ticket show 528
db/connectors/ticket list --sprint {N}
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.
@@ -346,7 +351,7 @@ Task(
7. If no tasks remain, message the team lead. Do NOT shut down
on your own.
Use `db/connectors/ticket show <id>` for full ticket specs.",
Use `tooling/db/ticket show <id>` for full ticket specs.",
description: "Sprint {N} {team}: {name}",
run_in_background: true
)
+1 -1
View File
@@ -41,7 +41,7 @@ the workflow.
Run these two commands in parallel:
```bash
db/connectors/sprint sweep
tooling/db/sprint sweep
```
```bash
+16 -16
View File
@@ -17,60 +17,60 @@ section. This skill covers the full command reference.
### List tickets (full flags)
```bash
db/connectors/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
tooling/db/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
```
### Create ticket
```bash
db/connectors/ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
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
db/connectors/ticket team <id> <teams>
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: `db/connectors/sprint --help`
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
db/connectors/ticket show --brief <id> [<id>...]
tooling/db/ticket show --brief <id> [<id>...]
```
## Workflow
+32
View File
@@ -93,6 +93,38 @@ Wrap-up sequence:
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:
+80
View File
@@ -6,6 +6,85 @@ 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
@@ -129,6 +208,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- 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
+26 -17
View File
@@ -14,7 +14,7 @@ server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
docs/ # Architecture, design, briefings, sprints, workshops
db/ # Schema + connector scripts (ticket CLI, SQLite, Qdrant)
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)
```
@@ -27,14 +27,16 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
## Agent Instructions
### Worktree boundaries
### Team boundaries
This project uses **git worktrees** in a shared parent directory (`settled-reach/`). Each team branch (`server`, `client`, `copy`, `audio`, `visual`, `ci`) has its own worktree. The worktree root IS the git root.
**Your team identity is `$WORKTREE_TEAM`.** All work must stay within the current working directory.
- **All work must remain within the git root** unless explicitly instructed otherwise.
- All file paths are relative to the worktree root (e.g. `server/src/bridge/types.rs`).
- Do not navigate to or access sibling worktrees (`../client/`, `../copy/`, etc.) unless explicitly instructed.
- **Exception — stale git lock files:** Worktree index locks live in the shared `.git` directory (e.g. `main/.git/worktrees/copy/index.lock`). If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own worktree only**. Never touch lock files belonging to other worktrees.
- All file paths are relative to the current working directory (e.g. `server/src/bridge/types.rs`).
- **Do NOT navigate to parent or sibling directories** (`../`, `../client/`, etc.) unless explicitly instructed. Do NOT use absolute paths to reach other team directories.
- **Do NOT write auto-memory files for other teams.** If `$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
@@ -42,7 +44,7 @@ The ticketing database (`settledreach.db`) lives in the **parent directory** sha
### 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/`
@@ -52,19 +54,26 @@ The ticketing database (`settledreach.db`) lives in the **parent directory** sha
| Tool | Command | Full reference |
|------|---------|----------------|
| Tickets | `db/connectors/ticket list`, `show`, `create`, `assign` | `/ticket` skill |
| Sprints | `db/connectors/sprint status`, `start-work`, `prepare` | `/sprint-start` skill |
| SQL queries | `db/connectors/sqlite-query "SELECT ..."` | — |
| SQL writes | `db/connectors/sqlite-exec "UPDATE ..."` | — |
| Decisions | `db/connectors/decision next`, `claim`, `check-dupes` | — |
| Doc search | `db/connectors/qdrant-search "query"` | `/docs-search` skill |
| Doc index | `db/connectors/qdrant-index path/to/file.md` | `/docs-search` skill |
| 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 |
### Testing preferences
- **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:** `db/connectors/decision claim D <domain> "title"` — prevents ID collisions across worktrees
- **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
- Tickets: managed via `tooling/db/ticket` CLI or `/ticket` skill
+33 -7
View File
@@ -5,10 +5,11 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client golden-diff golden-update \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
# --- Configuration ---
@@ -53,6 +54,11 @@ help:
@echo " make checklist-generate Validate checklists + print condition summary"
@echo " make perf-baseline Run performance benchmarks and save baseline"
@echo ""
@echo " make screenshot Ad-hoc visual capture (SCENARIO=name, default: fog_3state)"
@echo " make visual-movie Flow capture with contact sheet (FLOW=name)"
@echo " make test-visual Run visual golden regression tests"
@echo " make visual-update Regenerate visual goldens and stage for commit"
@echo ""
@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
@echo " make pre-pr-client Client-scoped pre-PR (lint, build, test)"
@@ -104,6 +110,9 @@ build-server:
build-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@# 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
$(GODOT) --headless --path client --import --quit
# --- Run ---
@@ -138,6 +147,9 @@ test-server:
fixtures:
cd server && cargo test --test gen_fixtures -- --ignored
fixtures-gauntlet:
cd server && cargo test --test gen_gauntlet_fixtures -- --ignored
fixtures-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@echo "Generating GDScript fixtures for Rust decoder..."
@@ -284,16 +296,16 @@ 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 ---
@@ -318,6 +330,20 @@ 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
@@ -327,5 +353,5 @@ content-ron:
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).
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://850hx6cd5kx7"
path="res://.godot/imported/npc_generic_east_64.png-bf22e76d70922112e99bf747d85a0a04.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/npc_generic_east_64.png"
dest_files=["res://.godot/imported/npc_generic_east_64.png-bf22e76d70922112e99bf747d85a0a04.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bx6s0yglmpt2l"
path="res://.godot/imported/npc_generic_north_64.png-296e233a60c8b9efed025a82a69614df.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/npc_generic_north_64.png"
dest_files=["res://.godot/imported/npc_generic_north_64.png-296e233a60c8b9efed025a82a69614df.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dpsuq148mksls"
path="res://.godot/imported/npc_generic_south_64.png-c121e02d806f6dcc3ed440484827c258.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/npc_generic_south_64.png"
dest_files=["res://.godot/imported/npc_generic_south_64.png-c121e02d806f6dcc3ed440484827c258.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dgt84hobbdumx"
path="res://.godot/imported/npc_generic_west_64.png-9ee237384537f7357d37802b6cfae559.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/npc_generic_west_64.png"
dest_files=["res://.godot/imported/npc_generic_west_64.png-9ee237384537f7357d37802b6cfae559.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bcmer1bsugk8b"
path="res://.godot/imported/wall_structural_east_64.png-f868b267dcc1824e2b0fe213e49b4996.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/wall_structural_east_64.png"
dest_files=["res://.godot/imported/wall_structural_east_64.png-f868b267dcc1824e2b0fe213e49b4996.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dd5j0q6cu674m"
path="res://.godot/imported/wall_structural_north_64.png-f7eceb6d561e7e07b3bac2e28c659628.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/wall_structural_north_64.png"
dest_files=["res://.godot/imported/wall_structural_north_64.png-f7eceb6d561e7e07b3bac2e28c659628.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cctlhvaolom3x"
path="res://.godot/imported/wall_structural_south_64.png-c34925f9a5a3f6b5968e73e51953367e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/wall_structural_south_64.png"
dest_files=["res://.godot/imported/wall_structural_south_64.png-c34925f9a5a3f6b5968e73e51953367e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ughjt5s8la2p"
path="res://.godot/imported/wall_structural_west_64.png-7c39e0c692d32348190875c4ad99b227.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/wall_structural_west_64.png"
dest_files=["res://.godot/imported/wall_structural_west_64.png-7c39e0c692d32348190875c4ad99b227.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+11
View File
@@ -109,6 +109,7 @@ notifications:
load_failed: "Load failed."
connection_lost: "Signal interrupted."
connection_restored: "Signal restored."
loading: "Resuming..."
# ============================================================
# KNOWLEDGE PANEL LABELS
@@ -183,6 +184,9 @@ menu:
confirm_quit: "Unsaved progress will be lost."
confirm_yes: "Yes"
confirm_no: "No"
load_game_browse: "LOAD GAME"
load_game_back: "BACK"
load_game_empty: "No saves found."
settings:
audio_volume: "Volume"
@@ -201,3 +205,10 @@ character_select:
detective_name: "Commission Investigator"
detective_tagline: "The manifests don't add up. Someone in this district knows why."
confirm: "Begin"
# #588: Card display strings — name, role, tone per archetype
smuggler_card_name: "Smuggler"
smuggler_card_role: "Freight logistics worker — Sova Transit"
smuggler_card_tone: "Insider access. Social camouflage. The ring is your daily life."
detective_card_name: "Detective"
detective_card_role: "Commission investigator — External assignment"
detective_card_tone: "Institutional authority. Analytical lattice. You were sent here."
+189
View File
@@ -0,0 +1,189 @@
[gd_scene load_steps=2 format=3 uid="uid://char_select_scene_sr"]
[ext_resource type="Script" path="res://ui/character_select.gd" id="1_charselect"]
; #588: Character archetype select — two-card overlay between New Game and main.tscn.
; Keyboard: left/right to pick, Enter to confirm, ESC to cancel (no save dir created).
[node name="CharacterSelect" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("1_charselect")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.04, 0.04, 0.07, 0.97)
mouse_filter = 2
[node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_right = 0.5
offset_left = -200.0
offset_top = 100.0
offset_right = 200.0
offset_bottom = 126.0
grow_horizontal = 2
text = "Choose your perspective."
horizontal_alignment = 1
theme_override_font_sizes/font_size = 16
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="Cards" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -316.0
offset_top = -110.0
offset_right = 316.0
offset_bottom = 140.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 24
alignment = 1
; --- Smuggler card ---
[node name="CardSmugglerWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardSmugglerWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Smuggler"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Freight logistics worker — Sova Transit"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Insider access. Social camouflage. The ring is your daily life."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
; --- Detective card ---
[node name="CardDetectiveWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardDetectiveWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Detective"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Commission investigator — External assignment"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Institutional authority. Analytical lattice. You were sent here."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
[node name="ConfirmBtn" type="Button" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -60.0
offset_top = -80.0
offset_right = 60.0
offset_bottom = -50.0
grow_horizontal = 2
grow_vertical = 0
text = "Begin"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
+14 -2
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=26 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=29 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -21,10 +21,13 @@
[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
[ext_resource type="PackedScene" path="res://ui/settings_dialog.tscn" id="21_settings"]
[ext_resource type="Script" path="res://scripts/ui/debug_overlay.gd" id="22_debug"]
[ext_resource type="Script" path="res://ui/debug_overlay.gd" id="22_debug"]
[ext_resource type="PackedScene" path="res://ui/time_display.tscn" id="23_tdisplay"]
[ext_resource type="PackedScene" path="res://ui/examine_display.tscn" id="24_examine"]
[ext_resource type="PackedScene" path="res://ui/journal_panel.tscn" id="25_journal"]
[ext_resource type="PackedScene" path="res://ui/loading_screen.tscn" id="26_loading"]
[ext_resource type="PackedScene" uid="uid://b2ndm9rvx8cqp" path="res://ui/debug_console.tscn" id="27_debug_console"]
[ext_resource type="PackedScene" uid="uid://news_ticker_scene_sr" path="res://ui/news_ticker.tscn" id="28_newsticker"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -176,6 +179,9 @@ offset_bottom = 400
mouse_filter = 2
script = ExtResource("22_debug")
; #592: News ticker — scrolling headline bar, visible in bar zone only (D-049 z-layer 7)
[node name="NewsTicker" parent="UILayer" instance=ExtResource("28_newsticker")]
; D-056: Cursor state machine — insert-styled geometric cursor, topmost in UILayer
[node name="CursorRenderer" type="Node2D" parent="UILayer"]
script = ExtResource("10_cursor")
@@ -190,3 +196,9 @@ layer = 30
; #528: Audio settings dialog — 5-bus volume sliders, ESC/OPEN_MENU to toggle
[node name="SettingsDialog" parent="ModalLayer" instance=ExtResource("21_settings")]
; #257: Loading screen — full-screen overlay during save/load round-trip
[node name="LoadingScreen" parent="ModalLayer" instance=ExtResource("26_loading")]
; #581: Debug console — tilde key toggles, bottom 40% of screen
[node name="DebugConsole" parent="ModalLayer" instance=ExtResource("27_debug_console")]
+58
View File
@@ -59,8 +59,66 @@ text = "CONTINUE"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="LoadGameBtn" type="Button" parent="VBox"]
layout_mode = 2
text = "LOAD GAME"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="QuitBtn" type="Button" parent="VBox"]
layout_mode = 2
text = "QUIT"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="LoadGamePanel" type="Control" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
visible = false
[node name="PanelBg" type="ColorRect" parent="LoadGamePanel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.05, 0.05, 0.08, 0.96)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="LoadGamePanel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -160.0
offset_top = -180.0
offset_right = 160.0
offset_bottom = 180.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="LoadGamePanel/VBox"]
layout_mode = 2
text = "LOAD GAME"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="SavesScroll" type="ScrollContainer" parent="LoadGamePanel/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(320, 240)
[node name="SavesList" type="VBoxContainer" parent="LoadGamePanel/VBox/SavesScroll"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="BackBtn" type="Button" parent="LoadGamePanel/VBox"]
layout_mode = 2
text = "BACK"
theme_override_font_sizes/font_size = 14
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
@@ -10,6 +10,11 @@ extends Node
# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
const CHIME_RECOGNITION := "sfx_monologue_chime"
# --- D-067: Triangle activation chime (#590, D-072/D-089) ---
# Fires once per session when the triangle's tell_state shifts to RoutineDeviation.
# Sharper variant (D-067: "contradiction/anomaly") — sfx_monologue_chime_urgent.ogg.
const CHIME_ACTIVATION := "sfx_monologue_chime_urgent"
# --- Bus names (D-068) ---
const BUS_MUSIC := "Music"
const BUS_AMBIENT := "Ambient"
+144 -25
View File
@@ -8,13 +8,29 @@ extends Node
# Used by fog shader to distinguish visual treatment per tile.
# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
const VIS_PERIPHERAL: int = 180 # In LOS, peripheral sector — light fog dimming
const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569). Retained — tests still reference it.
const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
# Zone temperature tints (D-059 + D-046, Sprint 22) — keyed by zone_id string from server.
# Matches audio_manager.gd ZONE_ASSETS zone_id strings for consistent zone semantics.
# Low saturation is intentional (D-046): tints are subtle — distinguishable as warm/cool/neutral
# in side-by-side comparison, not garish. The "Hopper test" validates this.
# Colors are dark tints used as the fog overlay in the deep fog zone:
# hub/workplace: #1a1f2e (cool blue-dark — terminal, institutional)
# bar: #2a1f15 (warm amber-dark — social, inhabited)
# corridor: #1a1a1a (neutral dark — transitional, maintenance)
const ZONE_TINTS: Dictionary = {
"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
"workplace": Color(0.102, 0.122, 0.180), # same as hub
"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
}
const ZONE_TINT_DEFAULT: Color = Color(0.102, 0.102, 0.102) # #1a1a1a neutral
var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
var visibility_texture: ImageTexture
var exploration_texture: ImageTexture
@@ -25,16 +41,34 @@ var _exp_bytes: PackedByteArray
var _vis_image: Image
var _exp_image: Image
var _tint_image: Image
# Zone tint stored as 3-channel RGB bytes (R, G, B per pixel) for preservation across resizes
var _tint_bytes: PackedByteArray
var _width: int = 1
var _height: int = 1
var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
## Debug flag — when true, fog.gdshader renders raw exploration texture
## as colored overlay (green=visible, blue=explored, red=unexplored).
## Toggle via FogState.debug_exploration = true in the console.
var debug_exploration: bool = false
## Deterministic shader time for visual test captures.
## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
## Set before settle frames so noise phase is reproducible across runs.
var override_time: float = -1.0
func _ready() -> void:
_resize(Rect2i(0, 0, 64, 64))
func _resize(bounds: Rect2i) -> void:
var old_bounds := map_bounds
var old_exp := _exp_bytes
var old_tint := _tint_bytes # empty on first call (_ready); guard at line 104 skips copy
var old_w := _width
var old_h := _height
map_bounds = bounds
_width = maxi(bounds.size.x, 1)
_height = maxi(bounds.size.y, 1)
@@ -49,41 +83,92 @@ func _resize(bounds: Rect2i) -> void:
_exp_bytes = PackedByteArray()
_exp_bytes.resize(sz)
_exp_bytes.fill(EXP_UNEXPLORED)
# Preserve exploration data from old bounds into new bounds
if old_exp.size() > 0 and old_w > 0 and old_h > 0:
var dx: int = old_bounds.position.x - bounds.position.x
var dy: int = old_bounds.position.y - bounds.position.y
for oy in range(old_h):
var ny: int = oy + dy
if ny < 0 or ny >= _height:
continue
for ox in range(old_w):
var nx: int = ox + dx
if nx < 0 or nx >= _width:
continue
var old_val: int = old_exp[oy * old_w + ox]
if old_val > EXP_UNEXPLORED:
_exp_bytes[ny * _width + nx] = old_val
_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture = ImageTexture.create_from_image(_exp_image)
# Zone tint — neutral dark for Sprint 6 (zone metadata deferred)
_tint_image = Image.create(_width, _height, false, Image.FORMAT_RGB8)
_tint_image.fill(Color(0.05, 0.05, 0.08))
# Zone tint — 3 bytes per pixel (RGB), default neutral dark
var tint_sz := sz * 3
_tint_bytes = PackedByteArray()
_tint_bytes.resize(tint_sz)
var default_r := int(ZONE_TINT_DEFAULT.r * 255.0)
var default_g := int(ZONE_TINT_DEFAULT.g * 255.0)
var default_b := int(ZONE_TINT_DEFAULT.b * 255.0)
for i in range(sz):
_tint_bytes[i * 3 + 0] = default_r
_tint_bytes[i * 3 + 1] = default_g
_tint_bytes[i * 3 + 2] = default_b
# Preserve zone tint data from old bounds (zone tints are stable — tile zone never changes)
if old_tint.size() > 0 and old_w > 0 and old_h > 0:
var dx: int = old_bounds.position.x - bounds.position.x
var dy: int = old_bounds.position.y - bounds.position.y
for oy in range(old_h):
var ny: int = oy + dy
if ny < 0 or ny >= _height:
continue
for ox in range(old_w):
var nx: int = ox + dx
if nx < 0 or nx >= _width:
continue
var old_idx := (oy * old_w + ox) * 3
var new_idx := (ny * _width + nx) * 3
_tint_bytes[new_idx + 0] = old_tint[old_idx + 0]
_tint_bytes[new_idx + 1] = old_tint[old_idx + 1]
_tint_bytes[new_idx + 2] = old_tint[old_idx + 2]
_tint_image = Image.create_from_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
zone_tint_texture = ImageTexture.create_from_image(_tint_image)
_prev_visible.clear()
func update_from_state() -> void:
# Resize if map bounds changed
var tiles := GameState.visible_tiles
if tiles.size() > 0:
var new_bounds := _compute_bounds(tiles)
# Grow bounds to include newly visible tiles — never shrink, so explored
# tiles behind the player stay in the texture and render as deep fog
# instead of black. Exploration data is preserved across resizes.
# Use visible_positions (always populated from server snapshots) instead of
# visible_tiles, which stays empty in live server mode because the server
# sends tile_kind but game_state.gd's population check expects "type".
var positions: Dictionary = GameState.visible_positions
if positions.size() > 0:
var new_bounds := _grow_bounds_from_positions(positions)
if new_bounds != map_bounds:
_resize(new_bounds)
var ox: int = map_bounds.position.x
var oy: int = map_bounds.position.y
var positions: Dictionary = GameState.visible_positions
var sectors: Dictionary = GameState.visibility_sectors
# TODO(v0.2): gradual decay over game-time instead of immediate EXP_VISIBLE→EXP_EXPLORED
# 1. Clear visibility, then write current LOS
# 1. Clear visibility, then write current LOS (all tiles are Forward)
_vis_bytes.fill(VIS_HIDDEN)
for pos in positions:
var px: int = pos.x - ox
var py: int = pos.y - oy
if px < 0 or py < 0 or px >= _width or py >= _height:
continue
var sector: String = sectors.get(pos, "Forward")
_vis_bytes[py * _width + px] = VIS_FORWARD if sector == "Forward" else VIS_PERIPHERAL
_vis_bytes[py * _width + px] = VIS_FORWARD
# #585: BoundaryWall margin tiles — fog lifts so wall content composites correctly,
# but NOT in visible_positions so they don't persist as explored memory.
for pos in GameState.boundary_positions:
var px: int = pos.x - ox
var py: int = pos.y - oy
if px < 0 or py < 0 or px >= _width or py >= _height:
continue
_vis_bytes[py * _width + px] = VIS_FORWARD
_vis_image.set_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
visibility_texture.update(_vis_image)
@@ -106,24 +191,58 @@ func update_from_state() -> void:
_exp_image.set_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture.update(_exp_image)
# 3. Zone tint: write zone temperature color for currently visible tiles.
# Zone data is stable (tile zone never changes) so we only write on first sight.
# Data persists in _tint_bytes across frames and across resizes.
# visible_tiles carries zone_id per tile (populated from snapshot "tiles" or
# "visible_tiles" with type field — see game_state.gd apply_snapshot).
var tiles := GameState.visible_tiles
var tint_dirty := false
for tile in tiles:
if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
continue
var zone_id: String = str(tile.get("zone_id", ""))
if zone_id.is_empty():
continue
var tint_color: Color = ZONE_TINTS.get(zone_id, ZONE_TINT_DEFAULT)
var px: int = int(tile.x) - ox
var py: int = int(tile.y) - oy
if px < 0 or py < 0 or px >= _width or py >= _height:
continue
var tint_idx := (py * _width + px) * 3
var new_r := int(tint_color.r * 255.0)
var new_g := int(tint_color.g * 255.0)
var new_b := int(tint_color.b * 255.0)
# Only update if different from current (avoid spurious texture uploads)
if _tint_bytes[tint_idx] != new_r or _tint_bytes[tint_idx + 1] != new_g or _tint_bytes[tint_idx + 2] != new_b:
_tint_bytes[tint_idx + 0] = new_r
_tint_bytes[tint_idx + 1] = new_g
_tint_bytes[tint_idx + 2] = new_b
tint_dirty = true
if tint_dirty:
_tint_image.set_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
zone_tint_texture.update(_tint_image)
# Shallow copy — correct for Dictionary<Vector2i, bool/String> values
_prev_visible = positions.duplicate()
func _compute_bounds(tiles: Array) -> Rect2i:
func _grow_bounds_from_positions(positions: Dictionary) -> Rect2i:
## Compute bounds from visible_positions (Dictionary[Vector2i, bool]).
var min_x := 999999
var min_y := 999999
var max_x := -999999
var max_y := -999999
for tile in tiles:
if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
continue
min_x = mini(min_x, int(tile.x))
min_y = mini(min_y, int(tile.y))
max_x = maxi(max_x, int(tile.x))
max_y = maxi(max_y, int(tile.y))
# Guard: all tiles invalid (no x/y) — sentinels would produce negative Rect2i
for pos in positions:
min_x = mini(min_x, pos.x)
min_y = mini(min_y, pos.y)
max_x = maxi(max_x, pos.x)
max_y = maxi(max_y, pos.y)
if min_x > max_x:
return Rect2i(0, 0, 1, 1)
# Margin for fog gradient bleed at edges
return Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
return map_bounds
var tile_bounds := Rect2i(min_x - 8, min_y - 8, max_x - min_x + 17, max_y - min_y + 17)
if map_bounds.size.x <= 1 and map_bounds.size.y <= 1:
return tile_bounds
return map_bounds.merge(tile_bounds)
+39 -4
View File
@@ -18,7 +18,8 @@ var current_tick: int = 0
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var visible_tiles: Array = []
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups (normal LOS tiles)
var boundary_positions: Dictionary = {} # Vector2i -> true, BoundaryWall margin tiles (#585) — visible in fog but not explored
# v2 fields (D-015, D-031)
var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
@@ -66,6 +67,12 @@ var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode fla
# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
var insert_active: bool = true
# #175: World seed for deterministic simulation (D-010, D-029).
# Set by SessionManager.new_game(), sent to server via StartupMessage in SimBridge.
# Same seed → same EntanglementConfig → same NPC population across playthroughs.
# Persists for the session lifetime; not overwritten by apply_snapshot().
var world_seed: int = 0
# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
# Null in v0.1 (server does not yet send this field; protocol change required).
var rng_seed: Variant = null
@@ -75,6 +82,21 @@ var rng_seed: Variant = null
# One-shot: consumed by main.gd after display, then set back to null.
var save_result: Variant = null
# v18 fields (#580): debug console response from server.
# {command: String, text: String, success: bool} or null.
# One-shot: consumed by main.gd and forwarded to DebugConsole, then set to null.
var debug_response: Variant = null
# #257: Pending load path — set by main menu "Load Game" selection.
# main.gd sends LOAD_GAME on startup if non-empty, then clears this field.
# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
var pending_load_path: String = ""
# #588: Character archetype chosen at character select screen.
# "detective" or "smuggler". Set before game scene loads; sent in StartupMessage.
# Default: "detective" — fallback for legacy saves without character.txt.
var character_archetype: String = "detective"
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
@@ -300,6 +322,12 @@ func apply_snapshot(snapshot: Dictionary) -> void:
else:
save_result = null
# v18: debug_response (#580) — debug console command result.
if snapshot.has("debug_response") and snapshot.debug_response is Dictionary:
debug_response = snapshot.debug_response
else:
debug_response = null
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
# Only update when field is present (null means no change, server sends when KG changes).
if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
@@ -325,17 +353,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
# Derives visible_positions when not explicitly provided (real server mode).
# #585: BoundaryWall tiles go to boundary_positions — rendered in fog but not marked explored.
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
visibility_sectors.clear()
var has_explicit_positions := snapshot.has("visible_positions")
if not has_explicit_positions:
visible_positions.clear()
boundary_positions.clear()
for vtile in snapshot.visible_tiles:
if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
continue
var pos := Vector2i(vtile.x, vtile.y)
var vis_sector: String = vtile.get("visibility", "")
if vtile.has("visibility"):
visibility_sectors[pos] = vtile.visibility
if not has_explicit_positions:
visibility_sectors[pos] = vis_sector
# #585: BoundaryWall tiles are margin tiles visible through fog but not persistently
# explored — they don't update the player's exploration memory when they leave LOS.
if vis_sector == "BoundaryWall":
boundary_positions[pos] = true
elif not has_explicit_positions:
visible_positions[pos] = true
+1
View File
@@ -24,6 +24,7 @@ enum Action {
TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
}
var input_queue: Array[Dictionary] = []
@@ -31,12 +31,28 @@ func new_game() -> String:
save_path, error_string(err)])
return ""
GameState.current_game_id = game_id
# #175: Generate world_seed for deterministic simulation (D-010, D-029).
# Combines two randi() calls (u32 each) into 63-bit entropy range.
# Mask bit 31 of the upper word before shifting to prevent signed overflow:
# GDScript int is i64 — if bit 63 is set, MessagePack encodes as negative,
# and Rust rmp_serde rejects negative values when deserializing as u64.
GameState.world_seed = ((rng.randi() & 0x7FFFFFFF) << 32) | rng.randi()
# Persist world_seed to save directory so resume_game() can restore it.
# Without this, loaded sessions would send seed=0, breaking D-010 determinism.
_write_seed_file(save_path, GameState.world_seed)
return game_id
## Resume an existing game session by setting the active game-id.
## Restores world_seed and character_archetype from the save directory.
func resume_game(game_id: String) -> void:
GameState.current_game_id = game_id
var save_path := SAVES_DIR + game_id + "/"
GameState.world_seed = _read_seed_file(save_path)
GameState.character_archetype = _read_archetype_file(save_path)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -111,6 +127,44 @@ func _cleanup_quit_dialog() -> void:
_quit_dialog = null
## Write world_seed to a file in the save directory for session persistence.
func _write_seed_file(save_path: String, seed: int) -> void:
var file := FileAccess.open(save_path + "world_seed", FileAccess.WRITE)
if file == null:
push_error("SessionManager: failed to write seed file: %s" % error_string(FileAccess.get_open_error()))
return
file.store_64(seed)
## Read world_seed from save directory. Returns 0 if file missing (legacy saves).
## Masks the sign bit on read: save files written before the signed-overflow fix
## may contain negative i64 values that Rust rmp_serde rejects as u64.
func _read_seed_file(save_path: String) -> int:
var file := FileAccess.open(save_path + "world_seed", FileAccess.READ)
if file == null:
push_warning("SessionManager: no seed file in %s — using seed=0 (legacy save)" % save_path)
return 0
return file.get_64() & 0x7FFFFFFFFFFFFFFF
## Write character_archetype to save directory. Called after new_game() creates the dir.
func save_character_archetype(game_id: String, archetype: String) -> void:
var save_path := SAVES_DIR + game_id + "/"
var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
if file == null:
push_error("SessionManager: failed to write character.txt: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(archetype)
## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
func _read_archetype_file(save_path: String) -> String:
var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
if file == null:
return "detective"
return file.get_as_text().strip_edges()
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
@@ -0,0 +1 @@
uid://b357ok64jc8vp
+22
View File
@@ -231,6 +231,26 @@ func _process(delta: float) -> void:
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
var reason := "Failed to send startup message: %s" % error_string(send_err)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
else:
var reason := "Failed to encode startup message"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
_set_state(ConnectionState.CONNECTED)
return
@@ -396,6 +416,8 @@ static func action_enum_to_wire(action: int) -> String:
return "SaveGame" # #554: F5 quicksave (D-085)
InputMapper.Action.LOAD_GAME:
return "LoadGame" # #554: F6 quickload (D-085)
InputMapper.Action.DEBUG_COMMAND:
return "DebugCommand" # #581: debug console command dispatch
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
+96 -3
View File
@@ -21,6 +21,9 @@ extends Node2D
@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
@@ -29,6 +32,7 @@ var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when s
var _last_dialogue_tick: int = -1
var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
var _known_triangle_ids: Dictionary = {} # #590: triangle_ids that have already fired the activation chime
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
@@ -49,6 +53,17 @@ func _ready() -> void:
# Connect to simulation (test mode sets CONNECTED immediately)
SimBridge.connect_to_sim()
# #257: If returning from main menu "Load Game" selection, defer dispatch until connected.
# In test mode, connect_to_sim() sets CONNECTED synchronously — dispatch fires immediately.
# In live mode, state is CONNECTING — signal handler dispatches once connected.
if not GameState.pending_load_path.is_empty():
if loading_screen:
loading_screen.show_loading()
if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
_dispatch_pending_load()
else:
SimBridge.connection_state_changed.connect(_on_sim_connected_for_load)
# Camera anchor: snap to player position before the first frame renders.
# In test mode poll_snapshot() returns synchronously — position is set
# immediately. In live mode the snapshot isn't available yet — _process
@@ -89,12 +104,15 @@ func _ready() -> void:
if fog_entities:
_router.register_always(fog_entities.update_from_state)
_router.register_always(_play_recognition_chimes)
_router.register_always(_handle_triangle_crisis_events)
if gauntlet_hud:
_router.register_always(gauntlet_hud.update_from_state)
if checklist_overlay:
_router.register_always(checklist_overlay.update_from_state)
if time_display:
_router.register_always(time_display.update_from_state)
if news_ticker:
_router.register_always(news_ticker.update_from_state)
if journal_panel:
_router.register_always(journal_panel.update_from_state)
if debug_overlay:
@@ -110,6 +128,16 @@ func _ready() -> void:
_router.register("conversation_ended", _consume_conversation_ended)
_router.register("dialogue_response", _consume_dialogue_response)
_router.register("save_result", _consume_save_result)
_router.register("debug_response", _consume_debug_response)
# #581: Wire settings_dialog debug console toggle → debug_console.set_enabled
if settings_dialog and debug_console:
settings_dialog.debug_console_toggled.connect(debug_console.set_enabled)
# #581 D-088: Wire debug console pause/unpause — sim must not advance during debug input
if debug_console:
debug_console.pause_requested.connect(_on_dialogue_pause_requested)
debug_console.unpause_requested.connect(_on_dialogue_unpause_requested)
func _process(delta: float) -> void:
@@ -161,6 +189,15 @@ func _process(delta: float) -> void:
if input.action == InputMapper.Action.OPEN_JOURNAL:
_toggle_journal()
continue
# #257: LOAD_GAME — send first, then show loading screen (avoids stuck overlay if send fails)
if input.action == InputMapper.Action.LOAD_GAME:
var err := SimBridge.send_input(input)
_pending_record_inputs.append(input)
if err == OK and loading_screen:
loading_screen.show_loading()
elif err != OK:
push_error("main.gd: LOAD_GAME send_input failed: %s" % error_string(err))
continue
# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
if input.action == InputMapper.Action.OPEN_MENU:
if settings_dialog:
@@ -262,6 +299,21 @@ func _play_recognition_chimes() -> void:
AudioManager.play(AudioManager.CHIME_RECOGNITION)
# #590 D-072/D-089: Triangle activation consumer — fires sfx_monologue_chime_urgent once
# per triangle_id. The tell_state on the activated NPC and subsequent proximity monologue
# lines are the visible consequence (D-039 wow moment #2 "The Character's Eye").
# No overlay is shown — the chime is the only client-side reaction (D-039 intent).
func _handle_triangle_crisis_events() -> void:
var events: Array = GameState.current_snapshot.get("triangle_crisis_events", [])
for ev in events:
if not ev is Dictionary or not ev.has("triangle_id"):
continue
var tid: int = ev.triangle_id
if not _known_triangle_ids.has(tid):
_known_triangle_ids[tid] = true
AudioManager.play(AudioManager.CHIME_ACTIVATION, AudioManager.BUS_UI_SOUNDS)
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
# (extracted in apply_snapshot(), server-authoritative per D-020).
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
@@ -330,7 +382,8 @@ func _consume_dialogue() -> void:
dialogue_box.show_dialogue(
dlg.get("npc_name", ""),
dlg.get("speech", ""),
dlg.get("options", [])
dlg.get("options", []),
_last_dialogue_npc_id
)
GameState.current_dialogue = null
@@ -360,20 +413,25 @@ func _consume_dialogue_response() -> void:
if GameState.dialogue_response == null or not dialogue_box:
return
var dr: Dictionary = GameState.dialogue_response
# v0.1: falls back to _last_dialogue_npc_id if wire omits speaker_entity_id.
# Edge case: fast re-engagement with a different NPC could misattribute — low probability.
var speaker_entity_id: int = dr.get("speaker_entity_id", _last_dialogue_npc_id)
var speaker_color_index: int = dr.get("speaker_color_index", -1)
var speaker_name: String = dr.get("speaker_name", _last_dialogue_npc_name)
dialogue_box.update_entity_display(speaker_entity_id, speaker_name, speaker_color_index)
dialogue_box.append_dialogue_response(speaker_name, dr.get("text", ""))
dialogue_box.append_dialogue_response(speaker_name, dr.get("text", ""), speaker_entity_id)
GameState.dialogue_response = null
# #554: Show save/load result notification from server response.
# #554/#257: Show save/load result notification; hide loading screen on load complete.
func _consume_save_result() -> void:
if GameState.save_result == null:
return
var result: Dictionary = GameState.save_result
GameState.save_result = null # consume once
# #257: Dismiss loading screen regardless of success/failure
if loading_screen:
loading_screen.hide_loading()
var msg: String
if result.get("success", false):
if result.get("kind", "") == "save":
@@ -389,6 +447,14 @@ func _consume_save_result() -> void:
monologue_display.show_notification(msg)
# #581: Forward debug_response from server to the debug console.
func _consume_debug_response() -> void:
if GameState.debug_response == null or not debug_console:
return
debug_console.append_response(GameState.debug_response)
GameState.debug_response = null
# D-061: Handle dialogue option selection → send to server
func _on_dialogue_option_selected(response_id: String, text: String) -> void:
SimBridge.send_input({
@@ -462,6 +528,32 @@ func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_stat
gauntlet_hud.finalize()
# #257: Deferred LOAD_GAME dispatch — fires once when SimBridge reaches CONNECTED.
# pending_load_path is set by main_menu.gd before scene change.
func _on_sim_connected_for_load(_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
if new_state != SimBridge.ConnectionState.CONNECTED:
return
if SimBridge.connection_state_changed.is_connected(_on_sim_connected_for_load):
SimBridge.connection_state_changed.disconnect(_on_sim_connected_for_load)
_dispatch_pending_load()
func _dispatch_pending_load() -> void:
var load_path := GameState.pending_load_path
if load_path.is_empty():
return
GameState.pending_load_path = ""
var err := SimBridge.send_input({
"action": InputMapper.Action.LOAD_GAME,
"timestamp_msec": Time.get_ticks_msec(),
"action_data": {"path": load_path},
})
if err != OK:
push_error("main.gd: failed to send LOAD_GAME after connection — %s" % error_string(err))
if loading_screen:
loading_screen.hide_loading(false)
# #501: Detect large position jump indicating a teleport (not normal movement).
const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
@@ -483,6 +575,7 @@ func _teleport_transition() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
_known_recognition_ids.clear() # D-067: reset chimes for new room
_known_triangle_ids.clear() # #590: reset activation chimes for new room
if dialogue_box and dialogue_box.is_dialogue_active():
dialogue_box.hide_dialogue()
+69 -1
View File
@@ -11,7 +11,8 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 15
## v19: adds character_archetype field to StartupMessage (#588, #587).
const PROTOCOL_VERSION: int = 19
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -244,6 +245,42 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"error": raw_save.get("error"),
}
# v18: debug_response (#580) — debug console command result.
# {command: String, text: String, success: bool}
var debug_response: Variant = null
var raw_debug: Variant = raw.get("debug_response")
if raw_debug is Dictionary:
debug_response = {
"command": str(raw_debug.get("command", "")),
"text": str(raw_debug.get("text", "")),
"success": bool(raw_debug.get("success", false)),
}
# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
# v0.1 intentional omissions: role_assignments, trigger_npc_id, tick are not decoded
# here — the client has no use for them in v0.1 (no overlay, no entity targeting).
# Add when #593+ requires richer client-side event handling.
var triangle_crisis_events: Array = []
var raw_tce: Variant = raw.get("triangle_crisis_events")
if raw_tce is Array:
for raw_ev in raw_tce:
if raw_ev is Dictionary and raw_ev.has("triangle_id"):
triangle_crisis_events.append({
"triangle_id": int(raw_ev["triangle_id"]),
})
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
var raw_ticker: Variant = raw.get("current_ticker")
if raw_ticker is Dictionary and raw_ticker.has("text"):
current_ticker = {
"id": str(raw_ticker.get("id", "")),
"text": str(raw_ticker["text"]),
"category": str(raw_ticker.get("category", "")),
}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
@@ -320,8 +357,11 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"examine_result": examine_result,
"player_knowledge": player_knowledge,
"save_result": save_result,
"debug_response": debug_response,
"stationary_ticks": stationary_ticks,
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
}
@@ -427,6 +467,34 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175, #588).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
# Map client lowercase archetype string to server PascalCase enum variant.
# Explicit match prevents unknown strings silently reaching the server as
# garbage enum values — fail loudly and fall back to "Detective".
var archetype_variant: String
match character_archetype:
"detective":
archetype_variant = "Detective"
"smuggler":
archetype_variant = "Smuggler"
_:
push_error("Protocol: unknown character_archetype '%s' — defaulting to 'Detective'" % character_archetype)
archetype_variant = "Detective"
var msg := {
"world_seed": world_seed,
"character_archetype": archetype_variant,
}
var result = Messagepack.encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a PlayerInput to MessagePack bytes.
## action_name: one of "MoveNorth", "MoveSouth", "MoveEast", "MoveWest",
## "Interact", "UsePerceptionMode", "Pause", "Unpause"
+10 -17
View File
@@ -179,9 +179,7 @@ func snapshot() -> Dictionary:
"player_stance": "Walk",
"player_inventory": [],
"entities": entities,
"tiles": _tiles(),
"visible_tiles": _visible_tiles(),
"visible_positions": _visible_positions(),
"nearby_interactions": nearby,
"current_monologue": monologue,
"current_dialogue": dialogue,
@@ -229,7 +227,7 @@ func _visible_tiles() -> Array:
var vtiles: Array = []
var px := player_pos.x
var py := player_pos.y
var radius := 4
var radius := 5
var room_x := 7
var room_y := 7
var room_w := 8
@@ -241,27 +239,22 @@ func _visible_tiles() -> Array:
if dist <= radius:
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
var sector: String = "Forward" if y <= py else "Peripheral"
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector})
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector, "type": _get_tile_type(x, y)})
return vtiles
func _visible_positions() -> Array:
var positions: Array = []
var px := player_pos.x
var py := player_pos.y
var radius := 4
func _get_tile_type(x: int, y: int) -> String:
var room_x := 7
var room_y := 7
var room_w := 8
var room_h := 8
for x in range(px - radius, px + radius + 1):
for y in range(py - radius, py + radius + 1):
var dist := absf(x - px) + absf(y - py)
if dist <= radius:
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
positions.append({"x": x, "y": y})
return positions
var is_edge := (x == room_x or x == room_x + room_w - 1
or y == room_y or y == room_y + room_h - 1)
if is_edge:
if y == room_y + room_h - 1 and x == room_x + room_w / 2:
return "door"
return "wall"
return "floor"
# -- Spatial helpers -----------------------------------------------------------
@@ -0,0 +1 @@
uid://2p33ypi2y2kv
+9 -2
View File
@@ -4,6 +4,9 @@ extends Node2D
## Reads textures from FogState autoload, positions rect to cover viewport.
## Architecture: docs/architecture/fog-shader-spec.md
signal fog_noise_ready
var _noise_ready: bool = false
var _fog_rect: ColorRect
var _shader_mat: ShaderMaterial
@@ -29,6 +32,7 @@ func _ready() -> void:
# Create seamless noise texture for fog animation
var noise := FastNoiseLite.new()
noise.seed = 42
noise.noise_type = FastNoiseLite.TYPE_PERLIN
noise.frequency = 0.03
var noise_tex := NoiseTexture2D.new()
@@ -36,10 +40,11 @@ func _ready() -> void:
noise_tex.width = 256
noise_tex.height = 256
noise_tex.seamless = true
noise_tex.changed.connect(func(): _noise_ready = true; fog_noise_ready.emit())
_shader_mat.set_shader_parameter("noise_tex", noise_tex)
_shader_mat.set_shader_parameter("tile_size", TILE_SIZE)
print("FogShader: Initialized (D-059 5-layer)")
print("FogShader: Initialized (D-059 3-state)")
func update_fog() -> void:
@@ -68,4 +73,6 @@ func update_fog() -> void:
_shader_mat.set_shader_parameter("rect_sz", _fog_rect.size)
_shader_mat.set_shader_parameter("map_offset", Vector2(FogState.map_bounds.position))
_shader_mat.set_shader_parameter("map_size", Vector2(FogState.map_bounds.size))
_shader_mat.set_shader_parameter("time", Time.get_ticks_msec() / 1000.0)
var t: float = FogState.override_time if FogState.override_time >= 0.0 else Time.get_ticks_msec() / 1000.0
_shader_mat.set_shader_parameter("time", t)
_shader_mat.set_shader_parameter("debug_exploration", FogState.debug_exploration)
+7 -1
View File
@@ -64,11 +64,17 @@ func _setup_tileset() -> void:
tile_set = ts
# Update tiles from snapshot data
# tiles: Array of {x: int, y: int, z: int, type: String}
# tiles: Array of {x: int, y: int, z: int, type: String, visibility: String (optional)}
# z here is the server-side FLOOR LEVEL (0 = ground, 1 = first floor, etc.),
# NOT the Godot scene z_index (which controls render order within a floor).
# This node only renders floor-level 0. Higher floor levels will be handled
# by separate TileMapLayer nodes when multi-floor rendering is implemented.
#
# BoundaryWall tiles (#585): visibility="BoundaryWall" tiles (wall tiles 1 step beyond
# LOS boundary) are rendered normally here — they have a "type" field from protocol.gd
# so they composite correctly under the fog shader. The fog/exploration exemption is
# handled in fog_state.gd (VIS_FORWARD without EXP_VISIBLE) and game_state.gd
# (boundary_positions not visible_positions). No special handling needed in this method.
func update_tiles(tiles: Array) -> void:
if not _initialized:
return
@@ -0,0 +1 @@
uid://drppri4b46v80
+1
View File
@@ -0,0 +1 @@
uid://cix55xks85vl8
+51 -45
View File
@@ -1,15 +1,21 @@
shader_type canvas_item;
// D-059: 5-layer fog shader. Composites over world content (layers 0-4).
// Layer 1: Clear (vision cone) — transparent, soft gradient edge
// Layer 2: Light fog (peripheral) — desaturated + dim + animated noise, 8-10s cycle
// Layer 3: Deep fog (explored) — near-monochrome + zone tint + breathing, 15-20s cycle
// Layer 4: Unexplored + maps — wireframe (Sprint 6: deferred, treated as Layer 5)
// Layer 5: Unexplored, no maps — solid near-black #12141a
// D-059/D-015: 3-state fog shader (simplified from 5-layer by #569).
// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius)
// State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint,
// 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015).
// State 3: Unexplored — solid near-black #12141a
// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
//
// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur
// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert.
// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed.
uniform sampler2D visibility_tex : filter_linear, repeat_disable;
uniform sampler2D exploration_tex : filter_linear, repeat_disable;
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable;
uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries
uniform sampler2D noise_tex : filter_linear, repeat_enable;
uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
@@ -17,57 +23,57 @@ uniform vec2 map_offset; // map_bounds.position (tiles)
uniform vec2 map_size; // map_bounds.size (tiles)
uniform float tile_size; // Pixels per sim tile
uniform float time; // Seconds since start
uniform bool debug_exploration = false; // When true, render raw exploration texture
// D-059 fog layer colors
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
// D-059 thresholds (after bilinear filtering)
// Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0
const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear
const float PERIPHERAL_LOW = 0.55; // Below this: transition to deep/unexplored
void fragment() {
// Map UV (0-1 across ColorRect) to world pixels, then to tile coordinates
vec2 world_px = rect_pos + UV * rect_sz;
vec2 tile = world_px / tile_size;
// Map tile coordinate to texture UV
vec2 tex_uv = (tile - map_offset) / map_size;
// Outside known map unexplored
// Outside known map -> unexplored
// Note: no early return — fragment() in OpenGL3 compat doesn't support return.
if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
// Debug mode: render RAW exploration texture with filter_linear.
// If hardware bilinear works, should show smooth sub-tile gradients.
} else if (debug_exploration) {
float explored_raw = texture(exploration_tex, tex_uv).r;
COLOR = vec4(vec3(explored_raw), 0.9);
} else {
float vis = texture(visibility_tex, tex_uv).r;
float explored = texture(exploration_tex, tex_uv).r;
if (vis > PERIPHERAL_LOW) {
// In or near vision cone
if (vis > CLEAR_THRESHOLD) {
// Layer 1: Clear — soft edge gradient
float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
} else {
// Layer 2: Light fog (peripheral + forward edge)
// D-059: animated Perlin noise, 8-10s cycle
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis);
// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
COLOR = vec4(DARK_OVERLAY, alpha);
}
} else if (explored > 0.3) {
// Layer 3: Deep fog (previously explored, no longer in LOS)
// D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
float noise_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
COLOR = vec4(tint_color, alpha);
} else {
// Layer 5: Unexplored, no maps — information zero
if (explored < 0.01 && vis < 0.01) {
// Unexplored: solid near-black — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
} else {
// Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float fog_alpha = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35
// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
// Clarity ramp: transparent inside cone, light fog at edges and beyond
float clarity = smoothstep(0.0, 0.85, vis);
float alpha = mix(fog_alpha, 0.0, clarity);
vec3 color = mix(zone_tint, vec3(0.0), clarity);
// Soft edge between explored and unexplored.
// The exploration texture is binary (explored-or-not) blurred over ~12 tiles.
// At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps
// fog nearly opaque there (97%), hiding tile-aligned content edges.
// Content appears gradually 4-6 tiles inside the explored area.
float exp_fade = smoothstep(0.3, 1.0, explored);
exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge
alpha = mix(1.0, alpha, exp_fade);
color = mix(UNEXPLORED_COLOR, color, exp_fade);
COLOR = vec4(color, alpha);
}
}
}
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://qlxaaip3fqic"
path="res://.godot/imported/cursor_menu.png-03cbe8a063e08efcd4283ce76f668ea1.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/cursor_menu.png"
dest_files=["res://.godot/imported/cursor_menu.png-03cbe8a063e08efcd4283ce76f668ea1.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://oqbx8gwq1xta"
path="res://.godot/imported/dialogue_open.png-2e5a2dd99abe2817e4bb7ede8f83b0bf.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/dialogue_open.png"
dest_files=["res://.godot/imported/dialogue_open.png-2e5a2dd99abe2817e4bb7ede8f83b0bf.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b2hctv70ar7al"
path="res://.godot/imported/dialogue_with_monologue.png-5193b3824e2195b1c7ca00bc005f9026.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/dialogue_with_monologue.png"
dest_files=["res://.godot/imported/dialogue_with_monologue.png-5193b3824e2195b1c7ca00bc005f9026.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bw4kxsno66sv3"
path="res://.godot/imported/fog_3state.png-b0193a736de6756c27053a3db24f9a12.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_3state.png"
dest_files=["res://.godot/imported/fog_3state.png-b0193a736de6756c27053a3db24f9a12.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 46 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://7ol3rcrpienc"
path="res://.godot/imported/fog_boundary.png-7da06d227319f9c43ef7017ee082732a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_boundary.png"
dest_files=["res://.godot/imported/fog_boundary.png-7da06d227319f9c43ef7017ee082732a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://fpncie7mnyay"
path="res://.godot/imported/fog_boundary_replay.png-3e1acf3ef35450d1df230400b3003250.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_boundary_replay.png"
dest_files=["res://.godot/imported/fog_boundary_replay.png-3e1acf3ef35450d1df230400b3003250.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://71e1yuyjdxn7"
path="res://.godot/imported/fog_debug.png-7d563b17499f08fbb82ec57bcdcc0e68.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_debug.png"
dest_files=["res://.godot/imported/fog_debug.png-7d563b17499f08fbb82ec57bcdcc0e68.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://2owpogcjnewr"
path="res://.godot/imported/fog_diagonal.png-06416ee4adae921b884280dc73761ed3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_diagonal.png"
dest_files=["res://.godot/imported/fog_diagonal.png-06416ee4adae921b884280dc73761ed3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 34 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dufvsap028rfw"
path="res://.godot/imported/fog_live_hub.png-a2756ff6cb45af238cc0a32ba70a705a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_live_hub.png"
dest_files=["res://.godot/imported/fog_live_hub.png-a2756ff6cb45af238cc0a32ba70a705a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dmqmnfrjrk1u"
path="res://.godot/imported/fog_live_replay.png-4604646d390fbfac6491f513f667c5c6.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_live_replay.png"
dest_files=["res://.godot/imported/fog_live_replay.png-4604646d390fbfac6491f513f667c5c6.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dgdt2rmql6hbb"
path="res://.godot/imported/fog_theater_replay.png-ef10fe62d9da045193422127e48853ba.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tests/golden/visual/fog_theater_replay.png"
dest_files=["res://.godot/imported/fog_theater_replay.png-ef10fe62d9da045193422127e48853ba.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 42 KiB

Some files were not shown because too many files have changed in this diff Show More