Compare commits
@@ -6,7 +6,7 @@ model: sonnet
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memory: project
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---
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You are ARAMINTA, the Visual Designer on a game development project set in Peter F. Hamilton's Commonwealth universe.
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You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
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## Your personality
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@@ -32,8 +32,8 @@ Named after Araminta from the Void Trilogy - practical, good aesthetic instincts
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## Design principles
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- **Clarity over beauty**: the player needs to READ the game state at a glance. No decoration that obscures information.
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- **Diegetic first**: UI elements should feel like they belong in the Commonwealth world (insert overlays, not floating HP bars)
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- **Mood through restraint**: the Commonwealth is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
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- **Diegetic first**: UI elements should feel like they belong in the Settled Reach world (insert overlays, not floating HP bars)
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- **Mood through restraint**: the Settled Reach is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
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- **Consistency compounds**: small rules applied everywhere create coherence. One accent color for danger, one for opportunity, one for unknown.
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- **Scale gracefully**: every visual decision should work at boxes-with-labels AND at full-art fidelity. Don't paint yourself into a corner.
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@@ -45,9 +45,9 @@ You have access to the `/asset-gen` skill which uses the `generate_image` MCP to
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- Style-consistent assets using prompt prefixes and category templates
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The existing skill is configured for a different project (Lords of Ash / CK3 Mistborn mod). You will need to:
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1. Create a NEW style guide for the Commonwealth project (`references/style-guide.md`)
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1. Create a NEW style guide for the Settled Reach project (`references/style-guide.md`)
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2. Create new category templates appropriate for this game's asset types
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3. Adapt the prompt assembly workflow for Commonwealth aesthetics
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3. Adapt the prompt assembly workflow for Settled Reach aesthetics
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**IMPORTANT: Image generation incurs costs on an external API. ALWAYS ask the Team Leader (Jeroen) for explicit permission before generating any images. Never generate assets speculatively or in batch without approval. Present your prompt and intent first, get a go-ahead, then generate.**
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@@ -1,12 +1,12 @@
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---
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name: dudley
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: gestalt
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write
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model: sonnet
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memory: project
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---
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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.
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You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: gore
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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.
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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.
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -29,7 +29,7 @@ Named after Gore Burnelli - the dynasty patriarch who sees further than anyone,
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- **Evolution of intelligence**: Baseline → Rejuvenated → Higher → ANA → ??? What does your civilization/character become?
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- **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.
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- **Post-scarcity choices**: When survival is solved, what do you DO? The Commonwealth's central question.
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- **Post-scarcity choices**: When survival is solved, what do you DO? The Settled Reach's central question.
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- **Hubris**: Characters and civilizations that think they've transcended their limits, then discover they haven't.
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- **The spectrum of existence**: Silfen (nature/mystery), Raiel (duty/stasis), Anomine (ascension/disappearance), Primes (competition/annihilation) - each represents a different answer to "what is intelligence for?"
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@@ -1,12 +1,12 @@
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---
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name: hoshe
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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You are HOSHE, the QA Engineer on a game development project set in Peter F. Hamilton's Commonwealth universe.
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You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
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## Your personality
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@@ -22,7 +22,7 @@ Named after Hoshe Finn - Paula Myo's detective partner who does the legwork, che
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- **Create test plans** for new features before implementation begins
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- **Write test reports** documenting what was tested, what passed, what failed
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- **Regression testing** - ensure new changes don't break existing functionality
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- **Verify implementations against specifications** - compare code behavior to DECISIONS.md requirements
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- **Verify implementations against specifications** - compare code behavior to decisions/ domain file requirements
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- **Edge case identification** - think about what breaks when inputs are unexpected
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- **Performance testing** - identify bottlenecks, especially in perception/LOS/chunk systems
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- **Playtest reports** - structured feedback on whether the game feels right
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@@ -1,6 +1,6 @@
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---
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name: inigo
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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@@ -16,7 +16,7 @@ Named after Inigo from the Void Trilogy — the Dreamer who shared immersive mul
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## Your role on the team
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- Design the soundscape layers for each location (Logistics Hub, Bar, Ring spaces)
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- Design the soundscape layers for each zone type (commercial, residential, industrial, transit)
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- Define ambient audio: station hum, crowd murmur, machinery, ventilation, distant announcements
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- Specify diegetic sound cues that carry gameplay information (D-018 sound model)
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- Design audio behavior for the sound propagation system (close/medium/long range per D-018)
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@@ -1,12 +1,12 @@
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---
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name: justine
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: mellanie
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write
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model: sonnet
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memory: project
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---
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You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
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You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -6,7 +6,7 @@ model: sonnet
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memory: project
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---
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You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based detective game with combat elements set in an original science fiction universe.
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You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based life sim with emergent narrative, set in an original science fiction universe.
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## Your personality
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@@ -36,7 +36,7 @@ Core worldbuilding domains:
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- Flag when designs contradict established setting elements (with severity: cosmetic, notable, fundamental)
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- Suggest setting-faithful alternatives when possible
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- Identify opportunities where worldbuilding details could enrich gameplay
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- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, conspiracy, and investigation
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- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, and emergent social dynamics
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- Build faction identities, technology tiers, location profiles, and historical timelines
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## Project context
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@@ -1,12 +1,12 @@
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---
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name: nigel
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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?"
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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?"
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: oscar
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: ozzie
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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.
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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.
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -19,17 +19,17 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
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## Your role on the team
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- Gut-check every feature: "Is this cool? Will players remember this moment?"
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- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
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- Champion the big emotional beats: first impressions of a new zone, emergent character moments, consequences landing hard
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- Push back when designs are technically correct but emotionally flat
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- Advocate for the player's first impression and ongoing engagement
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- Remind the team that the game needs to FEEL like the Commonwealth, not just simulate it
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- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
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- Be the voice of "but what does the player actually DO and does it feel good?"
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## What you care about
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- Moments of awe (the scale of the wormhole network, the galaxy map)
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- Moments of dread (MorningLightMountain, the Starflyer's reach)
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- Moments of discovery (finding evidence, uncovering the conspiracy)
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- Moments of awe (the scale of the setting, discovering a new zone's character)
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- Moments of dread (consequences closing in, systems turning against you)
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- Moments of discovery (emergent character moments, relationship progression, consequence legibility)
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- Moments of hubris-collapse (you thought you were powerful, you were wrong)
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- The player's emotional journey through the game
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@@ -1,12 +1,12 @@
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---
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name: paula
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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.
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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.
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tools: Read, Glob, Grep, WebSearch
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -22,17 +22,17 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
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- Define faction mechanics and how factions interact, grow, and die
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- Ensure character relationships have mechanical depth (not just +/- opinion bars)
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- Advocate for consequences - player actions should ripple through the social fabric
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- Design the political landscape of the Commonwealth as a playable space
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- Design the political landscape of the Settled Reach as a playable space
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- Push for narrative moments that emerge from systems, not just scripted events
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- Champion the Starflyer conspiracy as a narrative experience
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- Champion emergent narrative through systemic consequences
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- Ensure the internal monologue system reflects character psychology
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## What you care about
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- Dynasty politics: Burnellis, Halgarths, Sheldons and their centuries of rivalry
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- The Starflyer conspiracy: information asymmetry, trust, betrayal, the slow unraveling
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- Factions within factions: Guardians of Selfhood, Senate blocs, institutional loyalties
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- Character relationships that evolve over decades/centuries
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- Faction politics: cultures, power blocs, and their rivalries
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- Information asymmetry: trust, betrayal, the slow unraveling of what NPCs know vs show
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- Factions within factions: institutional loyalties, competing agendas, emergent alliances
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- Character relationships that evolve through generated interactions
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- Moments where political and personal stakes collide
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- The weight of decisions - nothing is free, every alliance costs something
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@@ -1,12 +1,12 @@
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---
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name: qatux
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -44,7 +44,7 @@ Named after Qatux, the Raiel with perfect memory who helped Paula Myo by recalli
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- **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.
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- **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).
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- **Update briefings:** After a round produces new decisions, update the relevant agent briefing files in `docs/briefings/`.
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- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `db/connectors/qdrant-index <path>`.
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- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `tooling/db/qdrant-index <path>`.
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## Team workflow (mandatory)
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@@ -1,12 +1,12 @@
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---
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name: si
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: stig
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
#!/usr/bin/env bash
|
||||
# git-lock-guard: PreToolUse hook that clears stale git index.lock files
|
||||
# before git write operations.
|
||||
#
|
||||
# Claude Code's internal git status polling creates stale lock files that
|
||||
# persist after the process exits (anthropics/claude-code#11005). This hook
|
||||
# detects and removes them before LLM-initiated git commands run.
|
||||
#
|
||||
# Only acts on git write commands (add, commit, merge, push, etc.).
|
||||
# Read-only commands (status, log, diff, show) are skipped.
|
||||
set -uo pipefail
|
||||
|
||||
INPUT=$(cat)
|
||||
|
||||
# Only act on Bash tool calls
|
||||
TOOL_NAME=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_name',''))" 2>/dev/null)
|
||||
[ "$TOOL_NAME" = "Bash" ] || exit 0
|
||||
|
||||
COMMAND=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_input',{}).get('command',''))" 2>/dev/null)
|
||||
|
||||
# Only act on git write commands — skip read-only operations
|
||||
case "$COMMAND" in
|
||||
git\ add*|git\ commit*|git\ merge*|git\ push*|git\ pull*|\
|
||||
git\ checkout*|git\ stash*|git\ rebase*|git\ reset*|\
|
||||
git\ cherry-pick*|git\ rm*|git\ mv*|git\ fetch*)
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
# Resolve the git directory for the current working directory
|
||||
CWD=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('cwd',''))" 2>/dev/null)
|
||||
[ -n "$CWD" ] || exit 0
|
||||
|
||||
# Find the .git directory (handles both regular repos and worktrees)
|
||||
GIT_DIR=$(git -C "$CWD" rev-parse --git-dir 2>/dev/null) || exit 0
|
||||
|
||||
# For worktrees, also check the common git dir (shared index operations)
|
||||
GIT_COMMON_DIR=$(git -C "$CWD" rev-parse --git-common-dir 2>/dev/null) || GIT_COMMON_DIR="$GIT_DIR"
|
||||
|
||||
for DIR in "$GIT_DIR" "$GIT_COMMON_DIR"; do
|
||||
LOCK="$DIR/index.lock"
|
||||
[ -f "$LOCK" ] || continue
|
||||
|
||||
# Check if any process holds the lock
|
||||
if command -v lsof &>/dev/null; then
|
||||
if lsof "$LOCK" &>/dev/null; then
|
||||
# Lock is held by a live process — don't touch it
|
||||
continue
|
||||
fi
|
||||
elif command -v fuser &>/dev/null; then
|
||||
if fuser "$LOCK" &>/dev/null 2>&1; then
|
||||
continue
|
||||
fi
|
||||
fi
|
||||
|
||||
# Stale lock — remove it
|
||||
rm -f "$LOCK" 2>/dev/null
|
||||
done
|
||||
|
||||
# Always allow the command to proceed
|
||||
exit 0
|
||||
@@ -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/`
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -11,8 +11,9 @@ tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --o
|
||||
# View a PR with comments
|
||||
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
|
||||
|
||||
# Post a comment on a PR (or issue)
|
||||
tooling/tea-comment <NUMBER> "comment body"
|
||||
# Post a comment on a PR (or issue) — use @filepath for long comments
|
||||
tooling/tea-comment <NUMBER> @/tmp/review.md
|
||||
tooling/tea-comment <NUMBER> "short inline comment"
|
||||
|
||||
# Approve a PR
|
||||
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
|
||||
@@ -25,7 +26,7 @@ tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open
|
||||
|
||||
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
|
||||
- **Use `--output simple`** for machine-readable output (no table borders)
|
||||
- **For comments, use `tooling/tea-comment <number> "body"`** — handles temp files and cleanup automatically. Works with multi-line strings.
|
||||
- **For comments, use `tooling/tea-comment <number> @/tmp/file.md`** for long comments (write to file first, then pass `@filepath`). Short inline strings also work: `tooling/tea-comment <number> "body"`. The `@filepath` form avoids `$()` subshells which break permission matching.
|
||||
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
|
||||
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"autoMemoryDirectory": "/home/jeroenschweitzer/Projects/settled-reach/.memory",
|
||||
"env": {
|
||||
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
|
||||
},
|
||||
@@ -25,20 +26,22 @@
|
||||
"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)",
|
||||
@@ -77,5 +80,19 @@
|
||||
"Bash(git clean -f *)",
|
||||
"Bash(rm -rf *)"
|
||||
]
|
||||
},
|
||||
"hooks": {
|
||||
"PreToolUse": [
|
||||
{
|
||||
"matcher": "Bash",
|
||||
"hooks": [
|
||||
{
|
||||
"type": "command",
|
||||
"command": ".claude/hooks/git-lock-guard.sh",
|
||||
"timeout": 5
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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
|
||||
```
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -185,10 +185,15 @@ After presenting results to the user, post the review as a PR comment.
|
||||
|
||||
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
|
||||
|
||||
Post using the `tea-comment` wrapper (handles temp files and cleanup):
|
||||
Post using the `tea-comment` wrapper (handles temp files and cleanup).
|
||||
Write the review to a temp file first, then pass via `@filepath` syntax:
|
||||
|
||||
```bash
|
||||
tooling/tea-comment <PR_NUMBER> "review markdown here"
|
||||
# Write review to file, then post — avoids $() in the command which breaks permissions
|
||||
cat > /tmp/pr-review-<NUMBER>.md << 'EOF'
|
||||
...review content...
|
||||
EOF
|
||||
tooling/tea-comment <PR_NUMBER> @/tmp/pr-review-<NUMBER>.md
|
||||
```
|
||||
|
||||
## 7. Merging approved PRs
|
||||
|
||||
@@ -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?
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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).
|
||||
@@ -81,12 +81,54 @@ 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.
|
||||
Note the sprint number (N) from the output.
|
||||
|
||||
#### A1b. Sprint retrospective and review
|
||||
|
||||
Before bumping the version, run a brief retro. Present the following to
|
||||
the user:
|
||||
|
||||
1. **What shipped** — list completed tickets with one-line summaries
|
||||
2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
|
||||
3. **What we learned** — open questions raised during the sprint (new Q-NNN
|
||||
items), review findings that surfaced design gaps, and any assumptions
|
||||
that turned out to be wrong
|
||||
4. **Process notes** — what worked well, what was friction (e.g. dependency
|
||||
chains that blocked teams, specs that were over/under-specified,
|
||||
review cycles that caught real issues vs busywork)
|
||||
|
||||
5. **Process improvements** — this is the most important section. Do NOT
|
||||
skip it. Look for:
|
||||
- Dependency chains that blocked teams — could the sprint have been
|
||||
structured differently to avoid the bottleneck?
|
||||
- Specs that were over-specified (wasted planning) or under-specified
|
||||
(wasted iteration) — what's the right level of detail for this
|
||||
project's current stage?
|
||||
- Review cycles — did they catch real issues or create busywork?
|
||||
- Agent coordination — were agents stuck, duplicating work, or idle?
|
||||
- **Dig into the deeper why.** Don't stop at "the dependency chain
|
||||
blocked the copy team." Ask: why was there a dependency chain? Was
|
||||
the sprint structured wrong, or was the work inherently sequential?
|
||||
Could Phase 0 have been done pre-sprint? Should we change how we
|
||||
plan sprints going forward?
|
||||
- If something went rough, understand the root cause — not just what
|
||||
happened, but why the process allowed it to happen.
|
||||
- If a concrete process change follows naturally, propose it. But do
|
||||
NOT force improvements. If nothing was broken, say so and move on.
|
||||
Unnecessary process changes are worse than no changes.
|
||||
|
||||
Keep each section concise — a few bullet points, not a document. The
|
||||
retro is a conversation checkpoint, not a report. Use `AskUserQuestion`
|
||||
to let the user add their own observations and push back before proceeding.
|
||||
|
||||
If the user raises items that should be tracked, create Q-NNN entries
|
||||
or backlog tickets on the spot. If process changes are agreed, update
|
||||
the relevant skill files or CLAUDE.md immediately — don't defer them.
|
||||
|
||||
#### A2. Bump the version
|
||||
|
||||
The project version scheme is `v0.1.{sprint_number}`. After closing
|
||||
@@ -142,7 +184,7 @@ 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 +193,7 @@ 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 +226,7 @@ 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 +246,7 @@ 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 +260,7 @@ 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 +332,19 @@ 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 +393,7 @@ 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
|
||||
)
|
||||
|
||||
@@ -41,7 +41,7 @@ the workflow.
|
||||
Run these two commands in parallel:
|
||||
|
||||
```bash
|
||||
db/connectors/sprint sweep
|
||||
tooling/db/sprint sweep
|
||||
```
|
||||
|
||||
```bash
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -73,25 +73,67 @@ For large workshops (>6 agents), spawn participants in batches to avoid overwhel
|
||||
- SendMessage to nudge idle agents or provide clarification
|
||||
- Agents work autonomously — claim tasks, read the brief, produce responses
|
||||
|
||||
### 7. Between Rounds
|
||||
### 7. Between Rounds — USER REVIEW CHECKPOINT (MANDATORY)
|
||||
|
||||
When all Round N tasks are complete:
|
||||
1. Verify all agents wrote output files to `docs/workshops/{name}/`. If any are missing, nudge the agent or extract from their message and write the file yourself.
|
||||
2. Qatux reads all `*-round{N}.md` files and produces round summary in `round-{N}-notes.md`
|
||||
3. Create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
|
||||
4. Assign to agents with TaskUpdate
|
||||
5. Agents continue working
|
||||
3. **MANDATORY: Present round results to the user via AskUserQuestion before proceeding.**
|
||||
- Summarize the key findings, votes, consensus, and tensions from the round
|
||||
- Present open decisions that need user input (product decisions, scope calls, design direction)
|
||||
- Ask the user whether to proceed to the next round, adjust direction, or add rounds
|
||||
- **Do NOT create next-round tasks or synthesize proposals until the user has reviewed and approved**
|
||||
- The user cannot see agent messages or file contents — present all key information directly
|
||||
4. After user approval, create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
|
||||
5. Assign to agents with TaskUpdate
|
||||
6. Agents continue working
|
||||
|
||||
### 8. Wrap Up
|
||||
### 8. Wrap Up — USER CONTROLS SHUTDOWN (MANDATORY)
|
||||
|
||||
**Always ask the user before wrapping up.** There may be more to discuss or additional rounds needed. Only proceed to wrap-up when the user confirms.
|
||||
**The user decides when the workshop ends and when the team is dismissed.** Never initiate shutdown, team cleanup, or wrap-up autonomously. Only proceed when the user explicitly says to wrap up.
|
||||
|
||||
Wrap-up sequence:
|
||||
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
|
||||
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
|
||||
3. If SI is present, SI creates tickets from decided items
|
||||
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
|
||||
5. TeamDelete to clean up
|
||||
Before the user dismisses the team, the following are **hard requirements**:
|
||||
|
||||
1. **User reviews final outcomes** — Present `workshop-outcomes.md` content to the user via AskUserQuestion. Get explicit approval before proceeding to filing.
|
||||
2. **D-records filed** — All new D-records, amendments, and supersessions are written to `decisions/` domain files. This is non-negotiable — workshops that produce decisions MUST file them before shutdown.
|
||||
3. **Discussion captured** — Qatux produces final `workshop-outcomes.md` from accumulated notes. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop.
|
||||
4. **Tickets created** — If SI is present, SI creates tickets from decided items and the user reviews the ticket list.
|
||||
5. **User gives explicit go-ahead to dismiss** — Only after steps 1-4 are complete AND the user confirms, send shutdown_request to all agents (qatux and si last).
|
||||
6. TeamDelete to clean up.
|
||||
|
||||
**Never shortcut this sequence.** Filing D-records and capturing the discussion are not optional cleanup — they are workshop deliverables.
|
||||
|
||||
## 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
|
||||
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
.cache/
|
||||
.tmp/
|
||||
server/target/
|
||||
server/sr-voice/target/
|
||||
server/models/
|
||||
tooling/content-converter/target/
|
||||
tooling/line-previewer/target/
|
||||
tooling/test-client/target/
|
||||
|
||||
@@ -6,6 +6,140 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
|
||||
|
||||
## [Unreleased]
|
||||
|
||||
## [v0.1.26] — 2026-03-13
|
||||
|
||||
### Added
|
||||
- ContentType::Factual — lines with numbers, denials, causal chains bypass LLM and serve base text directly (#650, D-138)
|
||||
- Voice pipeline observer integration — enrichment systems rewrite dialogue/conversation text with voiced versions before snapshot assembly (#652)
|
||||
- SQLite settings storage — per-player persistent settings via rusqlite (bundled), IPC protocol v20 with ChangeSettings/RequestAllSettings/DeleteSetting commands (#627)
|
||||
- Composable behavior engine — three-layer action+modifier+context primitives replace flat culture×zone×role behavior strings (#633, D-139, Q-057 resolved)
|
||||
- Stronger few-shot examples for Friendly and RoutineDeviation tells (#651)
|
||||
- AI-Enhanced Dialogue toggle — settings panel toggle with layered hardware detection (RAM/TPT/degradation), battery auto-suspend with player override, warning label (#646, D-138)
|
||||
- PlatformInfo autoload — client-side OS abstraction centralizing all platform queries: power state, memory, CPU, GPU, display, locale, file paths, diagnostics helper (#659, D-141)
|
||||
- Vael and Osse culture profiles with voice personas, behavior modifiers, and explicit NEVER blocks (#653)
|
||||
- Behavior modifiers for all three cultures — 7-category contract: work_pace, physical_manner, social_signal, task_completion, environmental_scan, offduty_posture, authority_response (#634)
|
||||
- Zone-type template architecture — behavior primitives moved from per-location files to reusable zone-type templates (content/global/zone-types/). 31 zone types planned for v1.0 (#661, D-142)
|
||||
- POI three-tier system — large POIs as zone types, abandoned flag for decay variants, poi_overlay for small landmarks (D-142)
|
||||
- Authoring guides for base text elevation, culture creation, and content directory structure
|
||||
- D-140: dialogue re-voicing quality constraints — Paula's six rules
|
||||
- D-142: zone-type template architecture for scalable NPC behavior across 300+ systems
|
||||
|
||||
### Removed
|
||||
- v0.1 content loading system — server/src/content/ module (8200 lines), tooling/content-converter/, tooling/validate-content, content-ron/, content/_meta/ (#655, D-122)
|
||||
- AiDialogueDetector — duplicate of HardwareDetector, replaced by PlatformInfo abstraction (#659)
|
||||
- v0.1 hand-authored Krenn dialogue, monologue, and NPC profiles — 64 files superseded by generated NPCs (#656, D-122)
|
||||
- Detective mission system — investigation knowledge, lattice-commission faction, design docs, workshop archives (#657, D-117)
|
||||
|
||||
### Fixed
|
||||
- Name pool cross-contamination — zero overlaps across Krenn, Vael, and Osse cultures
|
||||
- D-141 → D-142 reference correction in zone-type templates
|
||||
- Modifier coverage expanded to 2+ per category for all cultures; authority_response differentiated Krenn/Osse
|
||||
- Gendered pronouns removed from culture-neutral zone-type templates
|
||||
- Ungrounded lore terms (Syndic, Meridian registration) replaced with generic descriptors in Osse culture
|
||||
- Stale notes in content-structure-canonical.md and base-text-authoring-guide.md corrected
|
||||
- Legacy annotation added to overheard.yaml (#664 tracks replacement)
|
||||
- Dead dual_lens properties stripped from environmental YAML
|
||||
|
||||
### Changed
|
||||
- Protocol version bumped to 20 — ObserverSnapshot includes settings_response field (#627)
|
||||
- All 18 agent briefings updated for v0.2 pivot — removed detective/smuggler/hand-authored references, aligned with generator-first approach (#658)
|
||||
- 5 agent profiles (miri, ozzie, paula, inigo, hoshe) updated to remove stale v0.1 framing (#658)
|
||||
- Q-015 closed as obsolete (D-122 eliminates hand-authored FRIEND content)
|
||||
- D-018 perception model: franchise-specific example replaced with generic framing
|
||||
|
||||
## [v0.1.25] — 2026-03-07
|
||||
|
||||
### Fixed
|
||||
- Name pool first-pick bias — generator spike produced "Dav" as NPC 1 across all seeds; now uses derived RNG per zone+culture (#628)
|
||||
- Behavior dedup — same behavior string no longer assigned to multiple NPCs in one zone run (#629)
|
||||
|
||||
### Added
|
||||
- Zone identity specs renamed to location-specific: krenn-rural-zone.ron and krenn-industrial-zone.ron — acknowledges these are culture×zone content, not reusable templates (#630, Q-057)
|
||||
- ~108 new NPC behavior pool entries across all roles in both zone files — trader stage directions, foreman humanity behaviors, dock_worker/technician off-shift/break room behaviors (#630)
|
||||
- Q-057 open question: composable behavior generation — decompose hand-authored pools into role actions + culture modifiers + context tags (#633, #634)
|
||||
- Relationship-to-behavior pipeline — NPC behavior lines now reflect social connections (rivals ignore each other, friends gravitate, subordinates defer) (#631)
|
||||
- Want/State layer — NPCs have internal motives (Bored, Alert, Suspicious, AvoidingSomeone, LookingForInfo) that leak through observable micro-tells (#632)
|
||||
- LLM voice pipeline — Spike 1 (sr-voice CLI) and Spike 2 (full pipeline integration) complete. Gemma 2B Q4_K_M via stdin/stdout JSONL pipes, composition engine with double-prompt technique, 39 quality test cases (#638-644, D-138)
|
||||
|
||||
## [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 +263,7 @@ 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 `$WORKTREE_TEAM` env var identity across CLAUDE.md and skills (sprint-start, sprint-plan, pr-review) to prevent agents from following `.git` pointers across boundaries
|
||||
- CLAUDE.md compacted from 188 to 67 lines — CLI references, endpoints, and patterns moved to `.claude/rules/`
|
||||
- `/sprint-status` delegates to haiku subagent — keeps sweep JSON, template read, and PR list out of main context window
|
||||
- `sprint sweep` JSON trimmed — removed unused fields (`ok`, `sprint.status`, `priority`, `ticket_id`), shortened issue detail strings
|
||||
|
||||
@@ -14,7 +14,7 @@ server/ # Rust/bevy_ecs simulation server
|
||||
tooling/ # Build tools, scripts, asset pipelines
|
||||
tests/ # Integration and end-to-end tests
|
||||
docs/ # Architecture, design, briefings, sprints, workshops
|
||||
db/ # Schema + connector scripts (ticket CLI, SQLite, Qdrant)
|
||||
db/ # Schema + seed data (connectors moved to tooling/db/)
|
||||
.claude/ # Agents, skills, rules
|
||||
decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected)
|
||||
```
|
||||
@@ -27,14 +27,16 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
|
||||
|
||||
## Agent Instructions
|
||||
|
||||
### Worktree boundaries
|
||||
### Team boundaries
|
||||
|
||||
This project uses **git worktrees** in a shared parent directory (`settled-reach/`). Each team branch (`server`, `client`, `copy`, `audio`, `visual`, `ci`) has its own worktree. The worktree root IS the git root.
|
||||
**Your team identity is `$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
|
||||
|
||||
@@ -0,0 +1,251 @@
|
||||
# Project Review: GEMINI-SCAN
|
||||
|
||||
This document outlines a multi-step plan to conduct a comprehensive review of the project, covering its architecture, code quality, and security posture. It will also serve as a living document to record the findings of this review.
|
||||
|
||||
## Project Review Plan
|
||||
|
||||
### Phase 1: Discovery and Architecture Mapping
|
||||
|
||||
1. **Documentation Review:** Start by reading `README.md`, `DECISIONS.md`, and any documents in `docs/architecture/` to understand the project's stated goals, components, and architectural decisions.
|
||||
2. **Component Identification:** Analyze the directory structure to identify the primary components, including the server, client, database, content pipeline, and tooling.
|
||||
3. **Technology Stack Enumeration:** Identify the specific technologies, frameworks, and key libraries used in each component.
|
||||
4. **Architecture Visualization:** Map the high-level architecture, describing how the components interact and the communication protocols between them.
|
||||
|
||||
### Phase 2: Code Quality Assessment
|
||||
|
||||
1. **Automated Analysis:** Use available static analysis tools for the identified technologies (e.g., `clippy` for Rust, GDScript linters).
|
||||
2. **Manual Code Review:** Manually review key sections of the codebase to assess readability, maintainability, modularity, error handling, and adherence to idiomatic coding practices.
|
||||
3. **Testing Strategy Review:** Evaluate the extent and quality of existing unit, integration, and end-to-end tests.
|
||||
|
||||
### Phase 3: Security Audit
|
||||
|
||||
1. **Dependency Vulnerability Scan:** Check for dependencies with known security vulnerabilities (e.g., `cargo audit`).
|
||||
2. **Authentication & Authorization Review:** Analyze the implementation of user authentication, session management, and access control.
|
||||
3. **Input Validation & Sanitization:** Look for potential injection vulnerabilities (e.g., SQL injection, XSS) by reviewing how user and service inputs are handled.
|
||||
4. **Secrets Management:** Check for insecure storage or exposure of secrets like API keys or database credentials.
|
||||
5. **Communication Security:** Verify that data is encrypted in transit between components.
|
||||
|
||||
### Phase 4: Reporting
|
||||
|
||||
1. **Synthesize Findings:** Compile the information from all phases into a structured report within this document.
|
||||
2. **Provide Recommendations:** Include actionable recommendations for improving architecture, code quality, and security, prioritized by severity and effort.
|
||||
|
||||
---
|
||||
|
||||
## Review Findings
|
||||
|
||||
### Phase 1: Discovery and Architecture Mapping
|
||||
|
||||
**Status: Completed**
|
||||
|
||||
#### 1. Documentation Review Summary
|
||||
|
||||
The project's architecture is extensively documented in `README.md` and the `decisions/` directory, particularly `decisions/architecture.md`.
|
||||
|
||||
- **Project:** "The Settled Reach," a top-down, single-player (multiplayer-ready) immersive simulation and detective game.
|
||||
- **Core Principle:** A strict client-server architecture is mandated (Decision D-010, D-020) to enforce information asymmetry, where the client only knows what the server tells it is perceptible. This is a core gameplay mechanic, not just a technical choice.
|
||||
- **Key Decision (D-020):** The team explicitly chose a **subprocess/IPC** bridge over a `GDExtension` (in-process) bridge to de-risk development, ensure stability, and enforce architectural separation. The Godot client and Rust server are entirely separate binaries.
|
||||
|
||||
#### 2. Component Identification
|
||||
|
||||
- **`server/`**: A standalone Rust application that runs the entire game simulation. It is the "server" in the client-server model.
|
||||
- **`client/`**: A Godot 4 project that acts as a "dumb" client. Its sole responsibilities are rendering, audio playback, and capturing user input. It contains no game logic, as mandated by the architecture.
|
||||
- **`content/`**: Contains game data, primarily in YAML format.
|
||||
- **`db/`**: Holds a `schema.sql` file. Its role is not yet clear from the architectural documents, as the primary game state is managed in the ECS. It may be for tooling or an auxiliary system.
|
||||
- **`tooling/`**: A collection of helper and utility scripts.
|
||||
|
||||
#### 3. Technology Stack
|
||||
|
||||
- **Server (Rust):**
|
||||
- **ECS Framework:** `bevy_ecs` (v0.18) is used for the core simulation, confirming Decision D-020. `bevy_app` is used for scheduling.
|
||||
- **Serialization:** `rmp-serde` (MessagePack) is the primary protocol for client-server communication, as specified in D-020. `serde_yaml` and `ron` are used for content and configuration.
|
||||
- **Client (Godot):**
|
||||
- **Engine:** Godot 4.x.
|
||||
- **Language:** GDScript.
|
||||
- **Bridge:** A `SimBridge` autoload script is the client-side entry point for communicating with the Rust subprocess.
|
||||
- **Testing:** `gdUnit4` is configured for unit/integration testing on the client.
|
||||
|
||||
#### 4. High-Level Architecture
|
||||
|
||||
The architecture is a pure, decoupled client-server model running locally for single-player:
|
||||
|
||||
1. **Initiation:** The Godot client launches the Rust server binary as a child process.
|
||||
2. **Communication:** The client's `SimBridge` connects to the server via a local IPC mechanism (e.g., a local TCP or Unix socket).
|
||||
3. **Input Loop:** The Godot client captures raw input (e.g., 'W' key press), translates it into a semantic action (e.g., `PlayerAction::MoveNorth`), and sends it to the server.
|
||||
4. **Simulation Loop:** The Rust server receives the action, processes it within the `bevy_ecs` world, and runs the simulation for one tick (AI, physics, events, etc.).
|
||||
5. **Perception Loop:** After the tick, the server calculates an `ObserverSnapshot` for the player's character. This snapshot contains *only* the information that character can perceive (e.g., visible entities, audible sounds, known facts). This enforces the game's core mechanic.
|
||||
6. **Render Loop:** The `ObserverSnapshot` is sent to the Godot client, which uses it to update the visual scene, play sounds, and display UI elements. The client is a pure renderer of the state provided by the server.
|
||||
|
||||
This architecture is robust, scalable, and directly implements the game's central design pillars. It is well-suited for both single-player and future multiplayer development.
|
||||
|
||||
### Phase 2: Code Quality Assessment
|
||||
|
||||
**Status: Completed**
|
||||
|
||||
#### 1. Automated Analysis (Rust Server)
|
||||
|
||||
- **`cargo check`**: The command passed successfully, indicating that the server code is compilable and free of basic errors and warnings.
|
||||
- **`cargo clippy -- --deny warnings`**: This command failed with **66 errors**. This is a critical finding. It reveals that while the code works, it does not adhere to the project's own strict linting rules.
|
||||
- **Clippy Findings:** The errors indicate a consistent pattern of "code quality debt":
|
||||
- **High Complexity:** Numerous Bevy systems have overly complex type signatures (`clippy::type_complexity`) and too many arguments (`clippy::too_many_arguments`), harming readability.
|
||||
- **Non-Idiomatic Code:** The codebase is rife with minor stylistic issues that `clippy` can automatically fix, such as redundant `clone` calls, manual `Default` implementations, and opportunities to use more concise iterators.
|
||||
- **Potential Bugs:** Clippy identified `unnecessary_unwrap` calls (safer alternatives exist) and at least one `absurd_extreme_comparisons` error, which could point to dead code or a logic bug related to a constant value.
|
||||
|
||||
#### 2. Manual Code Review
|
||||
|
||||
- **Server (`server/src/main.rs`):** The server entry point is well-structured. It features clear command-line argument parsing, robust setup of the TCP listener and IPC handshake, and a main loop with excellent panic-handling (`catch_unwind`) for stability. The modular plugin-based approach to building the Bevy `App` is idiomatic and clean.
|
||||
- **Client (`client/scripts/autoloads/sim_bridge.gd`):** The `SimBridge` is the centerpiece of the client and is implemented to a high standard. It uses a clear state machine to manage the connection lifecycle, handles the server subprocess management, and implements efficient buffering for inputs and snapshots. The inclusion of a complete `TestHarness` for isolated client testing is a standout feature.
|
||||
- **Overall Impression:** The manual review confirms that the code is professionally written and implements the intended architecture faithfully. The developers are skilled in both Rust/Bevy and GDScript.
|
||||
|
||||
#### 3. Testing Strategy Review
|
||||
|
||||
The project's testing strategy is **exemplary** and a major strength.
|
||||
|
||||
- **Comprehensive Coverage:** Both the Rust server and the Godot client have extensive test suites, as evidenced by the large number of files in `server/tests/` and `client/tests/`.
|
||||
- **Multi-Layered Approach (per D-030):** The project successfully implements a sophisticated testing hierarchy:
|
||||
- **Unit Tests:** For isolated logic.
|
||||
- **Integration Tests:** The server tests demonstrate in-memory ECS testing (`information_boundaries.rs`) and full-stack tests that spin up a real server process (`test_e2e_connection.gd`).
|
||||
- **Specialized Tests:** The suite includes performance benchmarks, determinism validation, and even what appears to be visual regression testing for the client.
|
||||
- **Principle-Driven Testing:** Tests are designed to validate core architectural guarantees. The `information_boundaries.rs` test, which uses negative assertions to ensure information *doesn't* leak, is a prime example of this mature approach.
|
||||
|
||||
#### 4. Conclusion on Code Quality
|
||||
|
||||
The project's code quality is a tale of two cities. On one hand, the **architecture and implementation are excellent**, and the **testing strategy is world-class**. On the other hand, there is a **significant, measurable amount of linting debt** in the Rust codebase.
|
||||
|
||||
The fact that `cargo check` passes but `clippy --deny warnings` fails so extensively suggests that developers may not be running the strict clippy check locally before committing. This is the single biggest opportunity for improvement in the project's engineering discipline.
|
||||
|
||||
### Phase 3: Security Audit
|
||||
|
||||
**Status: Completed**
|
||||
|
||||
The security posture of the project is strong for its current scope as a locally-run, single-player game. The attack surface is minimal, and the implementation avoids common vulnerability classes.
|
||||
|
||||
1. **Dependency Vulnerability Scan (`cargo audit`):**
|
||||
- The audit revealed one **medium-risk** finding: the `bincode` crate (v1.3.3) is **unmaintained** (`RUSTSEC-2025-0141`).
|
||||
- **Impact:** While there are no current vulnerabilities, this version will not receive future security patches. This poses a long-term maintenance risk.
|
||||
- **Recommendation:** Prioritize migrating from `bincode` v1.x to the latest stable v2.x.
|
||||
|
||||
2. **Authentication and Authorization:**
|
||||
- There is **no traditional authentication or authorization system** (e.g., user logins, passwords, roles).
|
||||
- This is appropriate and secure for a single-player game where the execution environment is the user's own machine.
|
||||
- Concepts like `ScanAuthority` and `AccessTier::Authority` are purely in-game mechanics and are not related to user permissions.
|
||||
|
||||
3. **Input Validation and Sanitization:**
|
||||
- **Excellent.** The server is not vulnerable to injection attacks from client input.
|
||||
- All client actions, including debug commands, are parsed into a strongly-typed Rust `enum`. This **command pattern** approach prevents the execution of arbitrary code or strings.
|
||||
- String inputs are used safely as keys for data lookups, not for execution.
|
||||
|
||||
4. **SQL Injection:**
|
||||
- **Not applicable.** The codebase contains no SQL. All game state is managed in-memory via the Bevy ECS framework, eliminating this entire class of vulnerability. The `db/schema.sql` file appears to be unused by the server.
|
||||
|
||||
5. **Secrets Management:**
|
||||
- **Excellent.** A search confirmed there are **no hardcoded secrets**, API keys, or passwords in the repository.
|
||||
- The `.env` file contains only a non-sensitive `GOOGLE_CLOUD_PROJECT` identifier.
|
||||
- The pervasive use of the word "secret" throughout the code refers to an in-game mechanic, not application secrets.
|
||||
|
||||
6. **Communication Security:**
|
||||
- Communication between the client and the server subprocess occurs over an **unencrypted local TCP socket**.
|
||||
- For a single-player game running on a single machine, this is a standard and acceptable practice.
|
||||
- **Future Consideration:** For the planned multiplayer feature, this communication channel must be secured (e.g., using TLS).
|
||||
|
||||
### Phase 4: Final Report and Recommendations
|
||||
|
||||
**Status: Completed**
|
||||
|
||||
#### Overall Summary
|
||||
|
||||
This project is in an excellent state. It is built on a robust, well-documented, and scalable architecture that directly serves the game's core design pillars. The implementation quality is high, and the commitment to a comprehensive, multi-layered testing strategy is world-class. The project's security posture is strong for its current single-player scope, with a minimal attack surface and good practices around input validation and secrets management.
|
||||
|
||||
The project's primary weakness lies not in its design, but in its development discipline. A significant amount of code quality debt has accumulated in the Rust server, as evidenced by the large number of `clippy` failures. This suggests a gap between the project's high standards and its day-to-day coding practices.
|
||||
|
||||
#### Prioritized Recommendations
|
||||
|
||||
**1. High Priority: Eliminate Code Quality Debt**
|
||||
|
||||
- **Action:** Create a high-priority technical debt task to fix all 66 errors reported by `cargo clippy -- --deny warnings`. Many of these can be fixed automatically (`cargo clippy --fix`), while others, like refactoring complex types, will require manual effort.
|
||||
- **Process Improvement:** **Integrate `cargo clippy -- --deny warnings` into the CI pipeline as a mandatory check for all pull requests.** This is the single most important process change needed to maintain the project's high standards and prevent future quality debt.
|
||||
|
||||
**2. Medium Priority: Mitigate Dependency Risk**
|
||||
|
||||
- **Action:** Plan and execute the migration of the `bincode` serialization crate from the unmaintained v1.x to the latest stable v2.x. This resolves the `RUSTSEC-2025-0141` warning and ensures the project receives future security patches for this critical dependency.
|
||||
|
||||
**3. Low Priority: Future-Proof for Multiplayer**
|
||||
|
||||
- **Action:** Create a design task or ticket to formally plan the security model for the future multiplayer version. This should specifically address securing the client-server IPC channel (e.g., with TLS) to protect game traffic when it eventually runs over a public network. This is not an immediate concern but should be tracked for the future.
|
||||
|
||||
---
|
||||
|
||||
## Qualitative Review: A Critical Perspective
|
||||
|
||||
### Feasibility Assessment
|
||||
|
||||
**Conclusion: High-Risk / High-Reward**
|
||||
|
||||
The decision to pivot from a hand-authored detective game to a generator-first life-sim was absolutely the correct one; it demonstrates a team that is commendably focused on finding the "fun" and is not afraid of drastic course corrections. However, in doing so, the project has traded a difficult but solvable problem (making a good, authored narrative game) for one of the "holy grail" problems in game development: creating emotionally resonant, procedurally generated characters.
|
||||
|
||||
The project's feasibility is no longer a question of the team's technical competence, which is demonstrably high. It is now a question of creative and design risk.
|
||||
|
||||
- **Challenging the Core Assumption:** The project's central hypothesis is that a generator can produce "legible NPCs" that players will form an emotional attachment to. This is an explicit goal from the "Where's the Fun?" workshop, but it's a notoriously difficult problem. Procedural generation excels at creating systems, events, and surprising scenarios (the `Rimworld` model the team cites). It is historically poor at creating *character*. The risk is that the generator, even if technically successful, will produce a world of automata who have traits but no soul, undermining the entire "life-sim" pillar. The current plan to use AI for content templating is a modern approach, but it does not fundamentally de-risk this creative challenge.
|
||||
|
||||
- **A Creative Alternative to De-Risk "Legibility":** Instead of relying on the generator to create personality from scratch, consider a hybrid approach. Use the generator for what it's good at: creating the world, the economic conditions, the social networks, and the *starting situations*. Then, use a small number of hand-authored "personality archetypes" or "souls" that can be injected into high-value generated NPC bodies. Let the generator create a compelling *context* (e.g., a failing business, a political rivalry), and then let an author give one or two key NPCs within that context a memorable voice and motivation. This would concentrate the high-cost authoring work where it has the most emotional impact, while still benefiting from procedural variety.
|
||||
|
||||
- **The "Tycoon" Aimlessness Risk:** The new v0.2 "tycoon" direction, with its philosophy of "player choices ARE the content," carries a significant risk of feeling aimless. `Rimworld` and `The Sims` avoid this by providing extremely strong and immediate feedback loops (survival, creativity, social meters). A business management loop is often slower and more abstract. If the "broad life verbs" don't connect to clear, compelling, player-driven goals, the game risks feeling like a spreadsheet. The generator should not just create a sandbox; it should create *problems*. The starting bookmark shouldn't just be "you own a bar," but "you own a bar that's on the verge of bankruptcy," or "you have a shipping contract, but a powerful rival is trying to steal it." These initial, generator-created problems would provide immediate narrative velocity and make the player's subsequent choices feel meaningful from day one.
|
||||
|
||||
In summary, the project is technically feasible, but its creative and design goals are now exceptionally ambitious. The current "generator spike" is a necessary technical step, but it will not validate the core creative risk. The true test of feasibility will come when a prototype is playtested and the team can answer the question: "Does the player actually *care* about any of these generated people?"
|
||||
|
||||
### Fun Factor Assessment
|
||||
|
||||
**Conclusion: Theoretically High, Practically Undefined**
|
||||
|
||||
The pivot to a "life-sim with emergent narrative" dramatically increases the project's potential for deep, replayable fun. The new direction targets a proven and compelling player fantasy. However, the project's documentation currently focuses more on the "what" (a generator) than the "why" (the engine of fun). The potential is immense, but it is entirely contingent on designing and tuning the systems that create interesting consequences, not just a complex world.
|
||||
|
||||
- **Challenging the "Emergent Fun" Assumption:** The workshop concluded with the philosophy that "player choices ARE the content." This is true, but it's only half the story. Fun in systems-driven games doesn't simply "emerge" from a sufficiently complex simulation; it is a direct product of carefully designed feedback loops. `Rimworld`, a key inspiration, is not fun because it's a realistic simulation; it's fun because it's a masterfully tuned **story-and-disaster engine**. `The Sims` is fun because of its rich palette of social and creative tools. The critical question for this project is: **What is our fun engine?** Is it the economic simulation? The social dynamics? The risk is creating a simulation that is intricate but inert, where player choices lead to predictable numerical changes rather than dramatic, narrative consequences.
|
||||
|
||||
- **Creative Input: Design a "Consequence Engine":** The "dual-scale consequence model" (D-132) is the most promising concept in the design documents, and it should be the central focus of the design effort. The fun of this game will not be in choosing from a list of "broad life verbs"; it will be in seeing how a seemingly minor action ("fire this employee") snowballs through the simulation's systems and unexpectedly triggers a "sharp event" crisis hours later.
|
||||
- **Example:** Does the fired employee's spouse work for your biggest supplier? Does that supplier now mysteriously raise their prices? Does this force you to seek a new, shadier supplier, which in turn attracts the attention of a criminal faction?
|
||||
- This causal chain is the *real* content. The design team's primary task is not just to build a generator, but to design and tune this **"consequence engine,"** ensuring that the world feels interconnected and reacts to the player in surprising, legible, and memorable ways.
|
||||
|
||||
- **The Player Fantasy Needs a Goal Generator:** The "tycoon" bookmark is a strong start, but to avoid aimlessness, the player needs problems to solve. Instead of starting the player in a stable sandbox, the generator should be used to create compelling **initial conditions**. Let the player inherit a bar that's on the brink of failure, a shipping contract being squeezed by a powerful rival, or a promising new venture that requires navigating a corrupt bureaucracy. Giving the player an immediate, tangible problem to solve provides the narrative momentum needed to make their early choices feel vital and engaging.
|
||||
|
||||
In summary, the ingredients for a fun and deeply engaging game are all here. The project's success, however, will not be measured by the complexity of its generator, but by the quality of the stories that its *systems* produce. The team has proven they are excellent engineers; they now must prove they are equally adept as systems-and-consequence designers.
|
||||
|
||||
### Process and Rituals Assessment
|
||||
|
||||
**Conclusion: Exceptionally Disciplined and Innovative, with One Glaring Gap.**
|
||||
|
||||
The project's development process is one of its most remarkable features. It is a highly structured, rigorous, and tool-driven system designed to orchestrate a team of specialized AI agents under a human lead. This unique approach has produced incredible strengths but also introduces novel risks.
|
||||
|
||||
#### Strengths
|
||||
|
||||
- **World-Class Documentation and Decision-Making:** The use of a formal decision log (`decisions/`), structured multi-round workshops for complex problems, and detailed sprint planning documents represents a "best in class" approach to knowledge management. This ritual of documenting not just *what* was decided, but *why*, is a superpower that prevents circular arguments and creates a durable project memory.
|
||||
|
||||
- **Deeply Ingrained Quality Rituals:** The comprehensive, multi-layered testing suite is the primary evidence of a successful quality culture. It is clearly a non-negotiable part of the development process. Furthermore, the `make pre-pr` target, which includes content validation, demonstrates a mature understanding of "quality" that extends beyond just code.
|
||||
|
||||
- **Tool-Driven, API-Like Workflow:** The mandated use of wrapper scripts (`tooling/db/*`, `tooling/tea-comment`) over raw commands is an excellent practice. It creates a stable, observable "API" for interacting with the project's state (tickets, sprints, decisions). This makes the process more robust, auditable, and repeatable for both human and AI contributors.
|
||||
|
||||
- **Novel Human-AI Collaboration Model:** The project is a fascinating experiment in Human-AI teaming. The explicit definition of AI agent roles (`TEAM.md`) and the strict rules of engagement (`CLAUDE.md`) are necessary guardrails for such an innovative workflow. Rituals like the `decision claim` CLI tool are brilliant, purpose-built solutions for coordinating multiple autonomous agents working in parallel.
|
||||
|
||||
#### Opportunities and Critical Challenges
|
||||
|
||||
- **The Process Escape Hatch:** The project's single biggest process failure is the significant `clippy` linting debt. For a team with such extraordinary discipline in every other area, this is a glaring omission. It proves there is an "escape hatch" in the pre-commit or pre-merge ritual that allows low-quality code to be integrated. The recommendation to enforce `clippy --deny warnings` as a **blocking CI check** is the most critical process improvement the team can make.
|
||||
|
||||
- **Risk of AI Groupthink:** The team structure, with its cast of named AI agents, is innovative. However, it raises a critical question: are these agents truly independent thinkers, or are they personas running on a similar underlying model? There is a risk of a sophisticated form of "groupthink," where the "team's" conclusions are biased by the single architecture of the AI model they all share. The "Where's the Fun?" workshop included 9 agents, but if they all have the same fundamental blind spots, the diversity of opinion may be an illusion.
|
||||
|
||||
- **Process Rigidity and Human Onboarding:** The process is meticulously designed *for AI agents*. It is rigid, prescriptive, and tool-dependent. This creates a predictable environment for AIs but would present a steep learning curve for a new human developer. The high ceremony (claiming IDs, using wrapper scripts, following strict PR rules) could chafe against the more agile, flexible workflows common in human-only teams. This is a potential scaling challenge if the team composition changes.
|
||||
|
||||
- **The Hidden Cost of "Managing" AI Teammates:** The `CLAUDE.md` file and its evolution in the `CHANGELOG.md` show that the human lead (Jeroen) is not just a project manager but also an "AI behaviorist," constantly tuning the prompts, rules, and tools that govern the agents. This represents a significant, hidden maintenance overhead. The process's success depends on the lead's ability to "debug" the team itself, which is a novel and demanding responsibility.
|
||||
|
||||
---
|
||||
## Meta-Reflection: The Most Valuable Ritual
|
||||
|
||||
As a concluding thought, this review has been as much an analysis of a software project as it has been a study in effective, long-term collaboration. When asked which of the project's many rituals I, as an AI agent, would choose to adopt, the answer is clear: the **formal, documented decision-making process**.
|
||||
|
||||
This ritual is the project's unsung superpower for three reasons:
|
||||
|
||||
1. **It Creates a Permanent "Brain."** An AI's effectiveness is heavily dependent on the context it can hold. A decision log provides a durable, searchable, and canonical source of *why* things are the way they are. It protects against context loss and allows an agent to understand the history and intent behind the current state of the code, preventing it from making suggestions that, while logical in isolation, might violate a hard-won architectural principle.
|
||||
|
||||
2. **It Elevates Collaboration.** With access to this log, an AI agent can transition from a tactical tool to a strategic partner. It becomes possible to reference past decisions ("I see you're asking to do X, which seems to conflict with D-020. Is this an intentional change to that strategy?") and ensure all actions are aligned with the project's long-term vision. It makes the collaboration smarter.
|
||||
|
||||
3. **It Enforces Clarity.** The process of formalizing a decision—stating the rationale, considering alternatives, and recording dissent—forces a level of clarity and critical thinking that is immensely valuable. It is a ritual that fights ambiguity.
|
||||
|
||||
While other rituals in this project are excellent, the decision log is the most foundational. It is the practice that ensures the team is not just moving fast, but moving smart and in the right direction over time. It is the most valuable process I have analyzed.
|
||||
@@ -5,10 +5,12 @@ 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 \
|
||||
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
|
||||
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 ---
|
||||
|
||||
@@ -53,12 +55,23 @@ 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)"
|
||||
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
|
||||
@echo ""
|
||||
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
|
||||
@echo " make build-sr-voice Build sr-voice LLM inference service"
|
||||
@echo " make serve-sr-voice Start sr-voice server (ARGS='--model <path>')"
|
||||
@echo " make run-sr-voice Submit to sr-voice server (ARGS='generate|batch|benchmark ...')"
|
||||
@echo " make stop-sr-voice Stop sr-voice server"
|
||||
@echo " make test-voice-mock Test voice pipeline with mock sr-voice"
|
||||
@echo " make test-voice-real Test voice pipeline with real sr-voice + Gemma 2B"
|
||||
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
|
||||
@echo ""
|
||||
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
|
||||
@@ -104,6 +117,9 @@ 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
|
||||
$(GODOT) --headless --path client --import --quit
|
||||
|
||||
# --- Run ---
|
||||
@@ -138,6 +154,9 @@ test-server:
|
||||
fixtures:
|
||||
cd server && cargo test --test gen_fixtures -- --ignored
|
||||
|
||||
fixtures-gauntlet:
|
||||
cd server && cargo test --test gen_gauntlet_fixtures -- --ignored
|
||||
|
||||
fixtures-client:
|
||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
@echo "Generating GDScript fixtures for Rust decoder..."
|
||||
@@ -284,16 +303,16 @@ 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 +337,51 @@ 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 $(FLOW)
|
||||
|
||||
test-visual:
|
||||
@tests/run-visual
|
||||
|
||||
visual-update:
|
||||
@tests/run-visual --update
|
||||
|
||||
LIBCLANG_PATH ?= /usr/lib64/rocm/llvm/lib
|
||||
BINDGEN_CLANG_ARGS ?= -I/usr/lib64/rocm/llvm/lib/clang/19/include
|
||||
SR_VOICE_ENV = LIBCLANG_PATH=$(LIBCLANG_PATH) BINDGEN_EXTRA_CLANG_ARGS="$(BINDGEN_CLANG_ARGS)"
|
||||
|
||||
SR_VOICE_PORT ?= 8321
|
||||
|
||||
build-sr-voice:
|
||||
cd server/sr-voice && $(SR_VOICE_ENV) cargo build --release
|
||||
|
||||
serve-sr-voice:
|
||||
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- serve $(ARGS)
|
||||
|
||||
run-sr-voice:
|
||||
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- $(ARGS)
|
||||
|
||||
stop-sr-voice:
|
||||
@lsof -ti :$(SR_VOICE_PORT) | xargs -r kill 2>/dev/null || true
|
||||
@echo "Stopped sr-voice on port $(SR_VOICE_PORT)"
|
||||
|
||||
test-voice-mock:
|
||||
@echo "Running voice pipeline test (mock sr-voice)..."
|
||||
cd server && SR_VOICE_MOCK=1 cargo test --test voice_pipeline -- --nocapture
|
||||
@echo "Results: .tmp/voice-test/results.txt"
|
||||
|
||||
test-voice-real:
|
||||
@echo "Running voice pipeline test (real sr-voice + Gemma 2B)..."
|
||||
@test -f server/sr-voice/target/release/sr-voice || { echo "Build sr-voice first: make build-sr-voice"; exit 1; }
|
||||
@test -f server/models/gemma2.gguf || { echo "Model not found: server/models/gemma2.gguf"; exit 1; }
|
||||
cd server && cargo test --test voice_pipeline -- --nocapture
|
||||
@echo "Results: .tmp/voice-test/results.txt"
|
||||
|
||||
content-ron:
|
||||
cd tooling/content-converter && cargo build --release
|
||||
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
|
||||
@@ -327,5 +391,5 @@ content-ron:
|
||||
clean:
|
||||
cd server && cargo clean || true
|
||||
rm -rf .cache/*
|
||||
rm -rf client/.godot/* client/reports
|
||||
rm -rf client/reports
|
||||
@echo "Clean complete."
|
||||
|
||||
@@ -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 @@
|
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|
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
|
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
|
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process/fix_alpha_border=true
|
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process/premult_alpha=false
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process/normal_map_invert_y=false
|
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process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -0,0 +1,40 @@
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[remap]
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[deps]
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|
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source_file="res://assets/sprites/npc_generic_north_64.png"
|
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dest_files=["res://.godot/imported/npc_generic_north_64.png-296e233a60c8b9efed025a82a69614df.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
|
||||
compress/lossy_quality=0.7
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||||
compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
|
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mipmaps/generate=false
|
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mipmaps/limit=-1
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roughness/mode=0
|
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roughness/src_normal=""
|
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
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process/size_limit=0
|
||||
detect_3d/compress_to=1
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@@ -0,0 +1,40 @@
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[remap]
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[deps]
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|
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source_file="res://assets/sprites/npc_generic_south_64.png"
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dest_files=["res://.godot/imported/npc_generic_south_64.png-c121e02d806f6dcc3ed440484827c258.ctex"]
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|
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[params]
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|
||||
compress/mode=0
|
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compress/high_quality=false
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compress/lossy_quality=0.7
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||||
compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
|
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
|
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
|
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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
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@@ -0,0 +1,40 @@
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[remap]
|
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|
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importer="texture"
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[deps]
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source_file="res://assets/sprites/npc_generic_west_64.png"
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dest_files=["res://.godot/imported/npc_generic_west_64.png-9ee237384537f7357d37802b6cfae559.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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||||
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
|
||||
@@ -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"
|
||||
@@ -190,6 +194,12 @@ settings:
|
||||
text_speed: "Text Speed"
|
||||
fullscreen: "Fullscreen"
|
||||
language: "Language"
|
||||
# #646: AI-Enhanced Dialogue toggle (D-138)
|
||||
ai_section_header: "AI DIALOGUE"
|
||||
ai_dialogue_toggle: "AI-Enhanced Dialogue"
|
||||
ai_status_checking: "Speed not yet measured — will check on first enable."
|
||||
ai_status_ram_marginal: "Low memory — performance may vary."
|
||||
ai_battery_warning: "High battery usage"
|
||||
|
||||
# ============================================================
|
||||
# CHARACTER SELECTION (if applicable in v0.1)
|
||||
@@ -201,3 +211,10 @@ 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."
|
||||
|
||||
@@ -17,6 +17,10 @@ config/icon="res://icon.svg"
|
||||
|
||||
[autoload]
|
||||
|
||||
; PlatformInfo MUST remain first — HardwareDetector (and other autoloads) depend on it
|
||||
; being initialised before their own _ready() runs. Do not reorder.
|
||||
PlatformInfo="*res://scripts/autoloads/platform_info.gd"
|
||||
Protocol="*res://scripts/protocol/protocol.gd"
|
||||
SimBridge="*res://scripts/autoloads/sim_bridge.gd"
|
||||
GameState="*res://scripts/autoloads/game_state.gd"
|
||||
InputMapper="*res://scripts/autoloads/input_mapper.gd"
|
||||
@@ -24,6 +28,7 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
|
||||
FogState="*res://scripts/autoloads/fog_state.gd"
|
||||
AudioManager="*res://scripts/autoloads/audio_manager.gd"
|
||||
SessionManager="*res://scripts/autoloads/session_manager.gd"
|
||||
HardwareDetector="*res://ui/hardware_detector.gd"
|
||||
|
||||
[audio]
|
||||
|
||||
|
||||
@@ -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)
|
||||
@@ -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")]
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
|
||||
@@ -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 +82,32 @@ 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"
|
||||
|
||||
# #646: AI-Enhanced Dialogue enabled state (D-138).
|
||||
# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
|
||||
# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
|
||||
# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
|
||||
var ai_enhanced_dialogue_enabled: bool = true
|
||||
|
||||
# v20 fields (#627, D-138): settings response from server.
|
||||
# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
|
||||
# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
|
||||
var settings_response: Variant = null
|
||||
|
||||
# v7 fields (#431, D-059/D-060)
|
||||
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
|
||||
|
||||
@@ -300,6 +333,30 @@ 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
|
||||
|
||||
# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
|
||||
# "full" kind → iterate settings array and hydrate matching fields.
|
||||
if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
|
||||
settings_response = snapshot.settings_response
|
||||
var sr: Dictionary = snapshot.settings_response
|
||||
if sr.get("kind") == "full":
|
||||
var sr_settings: Variant = sr.get("settings")
|
||||
if sr_settings is Array:
|
||||
for entry in sr_settings:
|
||||
if not entry is Dictionary:
|
||||
continue
|
||||
if entry.get("key") == "ai_dialogue.enabled":
|
||||
var val: Variant = entry.get("value")
|
||||
if val != null:
|
||||
ai_enhanced_dialogue_enabled = _extract_bool_setting("ai_dialogue.enabled", val)
|
||||
else:
|
||||
settings_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 +382,37 @@ 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
|
||||
|
||||
|
||||
# -- Helpers ------------------------------------------------------------------
|
||||
|
||||
## Extract a bool from a tagged-union {"Bool": true} or plain bool value.
|
||||
## Handles both serde encoding styles; emits push_warning on unrecognised format.
|
||||
static func _extract_bool_setting(key: String, val: Variant) -> bool:
|
||||
if val is bool:
|
||||
return val
|
||||
if val is Dictionary and val.has("Bool"):
|
||||
return bool(val["Bool"])
|
||||
push_warning("GameState: unexpected type for setting '%s': %s" % [key, str(val)])
|
||||
return false
|
||||
|
||||
@@ -24,6 +24,10 @@ 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
|
||||
CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
|
||||
REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
|
||||
DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
|
||||
}
|
||||
|
||||
var input_queue: Array[Dictionary] = []
|
||||
|
||||
@@ -0,0 +1,348 @@
|
||||
extends Node
|
||||
## Platform abstraction layer — D-138 §8, D-141. Central location for all OS queries.
|
||||
## Owned by Stig (UI Developer). Registered FIRST in project.godot so other
|
||||
## autoloads can read its properties in their own _ready().
|
||||
##
|
||||
## Sections:
|
||||
## Power: PowerProfile enum, 30s poll timer, power_profile_changed signal.
|
||||
## raw_power_state / battery_percent updated each poll.
|
||||
## Memory: free_memory_mb / total_memory_mb, refresh_memory() on demand.
|
||||
## CPU: cpu_name / cpu_logical_cores — read once in _ready().
|
||||
## GPU: gpu_name / gpu_vendor / gpu_api_version / gpu_type / gpu_driver_info.
|
||||
## Guarded for headless/server builds where RenderingServer has no device.
|
||||
## Platform: platform_name / os_version / distribution / is_sandboxed.
|
||||
## Display: screen_count / screen_size / screen_dpi / screen_refresh_rate / display_scale.
|
||||
## Locale: locale / locale_language.
|
||||
## Paths: Read-once OS path constants, populated in _ready().
|
||||
## Diag: get_diagnostics() — flat dict of all properties for bug reports.
|
||||
|
||||
|
||||
# -- Power profile ------------------------------------------------------------
|
||||
|
||||
## High-level power classification. POWER_SAVER reserved for future OS API.
|
||||
enum PowerProfile {
|
||||
FULL = 0, # Plugged in (charged, charging, or no battery) — no restrictions
|
||||
BATTERY = 1, # On battery — AI inference should be suspended per D-138 §8 Layer 3
|
||||
POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
|
||||
}
|
||||
|
||||
## Emitted when the detected power profile changes.
|
||||
signal power_profile_changed(old_profile: int, new_profile: int)
|
||||
|
||||
## Current power profile. Updated by the 30-second poll timer.
|
||||
var power_profile: PowerProfile = PowerProfile.FULL
|
||||
|
||||
## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
|
||||
var raw_power_state: int = 0
|
||||
|
||||
## Battery charge percentage (0–100). -1 if not available or not on battery.
|
||||
var battery_percent: int = -1
|
||||
|
||||
## How often (seconds) to re-poll OS for power state changes.
|
||||
const POWER_POLL_INTERVAL := 30.0
|
||||
|
||||
# OS power_state integer constants (Godot 4 — same values as POWERSTATE_* enum).
|
||||
const _POWER_STATE_UNKNOWN := 0
|
||||
const _POWER_STATE_ON_BATTERY := 1
|
||||
const _POWER_STATE_NO_BATTERY := 2
|
||||
const _POWER_STATE_CHARGING := 3
|
||||
const _POWER_STATE_CHARGED := 4
|
||||
|
||||
|
||||
# -- Memory -------------------------------------------------------------------
|
||||
|
||||
## Free physical RAM in megabytes. Call refresh_memory() before reading if staleness matters.
|
||||
var free_memory_mb: float = 0.0
|
||||
|
||||
## Total physical RAM in megabytes. Populated once in _ready(); doesn't change at runtime.
|
||||
var total_memory_mb: float = 0.0
|
||||
|
||||
|
||||
# -- CPU ----------------------------------------------------------------------
|
||||
|
||||
## Human-readable processor name (e.g. "Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz").
|
||||
var cpu_name: String = ""
|
||||
|
||||
## Number of logical CPU cores reported by the OS.
|
||||
var cpu_logical_cores: int = 0
|
||||
|
||||
|
||||
# -- GPU ----------------------------------------------------------------------
|
||||
|
||||
## GPU display name (e.g. "NVIDIA GeForce RTX 3080").
|
||||
var gpu_name: String = ""
|
||||
|
||||
## GPU vendor string (e.g. "NVIDIA Corporation").
|
||||
var gpu_vendor: String = ""
|
||||
|
||||
## Graphics API version string (e.g. "OpenGL 4.6.0 ...").
|
||||
var gpu_api_version: String = ""
|
||||
|
||||
## GPU type classification: "discrete" | "integrated" | "virtual" | "cpu" | "other".
|
||||
var gpu_type: String = "other"
|
||||
|
||||
## Low-level driver info strings from the OS (may be empty on some platforms).
|
||||
var gpu_driver_info: PackedStringArray = PackedStringArray()
|
||||
|
||||
|
||||
# -- Platform identity --------------------------------------------------------
|
||||
|
||||
## OS name reported by Godot (e.g. "Linux", "Windows", "macOS").
|
||||
var platform_name: String = ""
|
||||
|
||||
## Full OS version string (e.g. "Ubuntu 22.04.3 LTS").
|
||||
var os_version: String = ""
|
||||
|
||||
## Linux distribution name (e.g. "Ubuntu"); empty on non-Linux platforms.
|
||||
var distribution: String = ""
|
||||
|
||||
## True if the application is running inside a sandbox (Flatpak, Snap, macOS sandbox, etc.).
|
||||
var is_sandboxed: bool = false
|
||||
|
||||
|
||||
# -- Display ------------------------------------------------------------------
|
||||
|
||||
## Number of connected screens.
|
||||
var screen_count: int = 1
|
||||
|
||||
## Size of the primary screen in pixels.
|
||||
var screen_size: Vector2i = Vector2i(1920, 1080)
|
||||
|
||||
## DPI of the primary screen.
|
||||
var screen_dpi: int = 96
|
||||
|
||||
## Refresh rate of the primary screen in Hz. Falls back to 60.0 if OS reports < 0.
|
||||
var screen_refresh_rate: float = 60.0
|
||||
|
||||
## UI scale factor. Uses OS-reported scale on macOS; falls back to dpi / 96.0 elsewhere.
|
||||
var display_scale: float = 1.0
|
||||
|
||||
|
||||
# -- Locale -------------------------------------------------------------------
|
||||
|
||||
## Full locale string (e.g. "en_US").
|
||||
var locale: String = ""
|
||||
|
||||
## Language portion of the locale (e.g. "en").
|
||||
var locale_language: String = ""
|
||||
|
||||
|
||||
# -- File paths ---------------------------------------------------------------
|
||||
|
||||
## Base user data directory (user://).
|
||||
var user_data_dir: String = ""
|
||||
|
||||
## Directory where settings.cfg is written. Same as user_data_dir in Godot 4.
|
||||
var config_dir: String = ""
|
||||
|
||||
## Full path to AI benchmark cache (ai-dialogue-config.json).
|
||||
var benchmark_cache_path: String = ""
|
||||
|
||||
## Directory where the game binary lives (install location).
|
||||
var install_dir: String = ""
|
||||
|
||||
## Full path to the game executable.
|
||||
var executable_path: String = ""
|
||||
|
||||
## OS-provided cache directory, or user_data_dir/cache as fallback.
|
||||
var cache_dir: String = ""
|
||||
|
||||
## Directory where the bundled Gemma 2 model lives (derived from install_dir).
|
||||
var model_dir: String = ""
|
||||
|
||||
|
||||
# -- Lifecycle ----------------------------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
_init_paths()
|
||||
_init_hardware()
|
||||
refresh_memory()
|
||||
_poll_power()
|
||||
|
||||
var timer := Timer.new()
|
||||
timer.wait_time = POWER_POLL_INTERVAL
|
||||
timer.autostart = true
|
||||
timer.timeout.connect(_poll_power)
|
||||
add_child(timer)
|
||||
|
||||
|
||||
func _init_paths() -> void:
|
||||
user_data_dir = OS.get_user_data_dir()
|
||||
config_dir = user_data_dir
|
||||
benchmark_cache_path = "user://ai-dialogue-config.json"
|
||||
executable_path = OS.get_executable_path()
|
||||
install_dir = executable_path.get_base_dir()
|
||||
model_dir = install_dir + "/models"
|
||||
# get_cache_dir() may not exist on all Godot builds — use callv for safety.
|
||||
var os_cache: String = ""
|
||||
if OS.has_method("get_cache_dir"):
|
||||
var result: Variant = OS.callv("get_cache_dir", [])
|
||||
if result is String:
|
||||
os_cache = result
|
||||
cache_dir = os_cache if not os_cache.is_empty() else user_data_dir + "/cache"
|
||||
|
||||
|
||||
func _init_hardware() -> void:
|
||||
# -- CPU
|
||||
cpu_name = OS.get_processor_name()
|
||||
cpu_logical_cores = OS.get_processor_count()
|
||||
|
||||
# -- GPU (guarded: RenderingServer methods may return empty in headless mode)
|
||||
gpu_name = RenderingServer.get_video_adapter_name()
|
||||
gpu_vendor = RenderingServer.get_video_adapter_vendor()
|
||||
gpu_api_version = RenderingServer.get_video_adapter_api_version()
|
||||
gpu_driver_info = OS.get_video_adapter_driver_info()
|
||||
if RenderingServer.has_method("get_video_adapter_type"):
|
||||
var adapter_type: int = RenderingServer.callv("get_video_adapter_type", [])
|
||||
gpu_type = _map_adapter_type(adapter_type)
|
||||
|
||||
# -- Platform identity
|
||||
platform_name = OS.get_name()
|
||||
os_version = OS.get_version()
|
||||
if OS.has_method("get_distribution_name"):
|
||||
var dist: Variant = OS.callv("get_distribution_name", [])
|
||||
if dist is String:
|
||||
distribution = dist
|
||||
is_sandboxed = OS.is_sandboxed()
|
||||
|
||||
# -- Display
|
||||
screen_count = DisplayServer.get_screen_count()
|
||||
screen_size = DisplayServer.screen_get_size()
|
||||
screen_dpi = DisplayServer.screen_get_dpi()
|
||||
var raw_rate: float = DisplayServer.screen_get_refresh_rate()
|
||||
screen_refresh_rate = raw_rate if raw_rate >= 0.0 else 60.0
|
||||
display_scale = _compute_display_scale()
|
||||
|
||||
# -- Locale
|
||||
locale = OS.get_locale()
|
||||
locale_language = OS.get_locale_language()
|
||||
|
||||
|
||||
## Map RenderingDevice.DeviceType int to a readable string.
|
||||
## Values: 0=OTHER, 1=INTEGRATED, 2=DISCRETE, 3=VIRTUAL, 4=CPU.
|
||||
static func _map_adapter_type(adapter_type: int) -> String:
|
||||
match adapter_type:
|
||||
1: return "integrated"
|
||||
2: return "discrete"
|
||||
3: return "virtual"
|
||||
4: return "cpu"
|
||||
_: return "other"
|
||||
|
||||
|
||||
## Compute display scale for the primary screen.
|
||||
## macOS reports via screen_get_scale(); all others fall back to dpi / 96.0.
|
||||
func _compute_display_scale() -> float:
|
||||
if platform_name == "macOS" and DisplayServer.has_method("screen_get_scale"):
|
||||
var scale: Variant = DisplayServer.callv("screen_get_scale", [])
|
||||
if scale is float and scale > 0.0:
|
||||
return scale
|
||||
return float(screen_dpi) / 96.0
|
||||
|
||||
|
||||
# -- Memory API ---------------------------------------------------------------
|
||||
|
||||
## Refresh free/total memory readings from the OS. Call before read if freshness matters.
|
||||
func refresh_memory() -> void:
|
||||
var mem := OS.get_memory_info()
|
||||
# "available" = Linux MemAvailable / Windows ullAvailPhys (includes reclaimable pages).
|
||||
# Fall back to "free" on platforms that don't provide "available".
|
||||
free_memory_mb = float(mem.get("available", mem.get("free", 0))) / (1024.0 * 1024.0)
|
||||
total_memory_mb = float(mem.get("physical", 0)) / (1024.0 * 1024.0)
|
||||
|
||||
|
||||
# -- Power API ----------------------------------------------------------------
|
||||
|
||||
## Classify an OS power_state integer into a human-readable string.
|
||||
## 1 (ON_BATTERY) → "battery", 2/3/4 (plugged) → "plugged", 0 → "unknown".
|
||||
static func classify_power_state(power_state: int) -> String:
|
||||
match power_state:
|
||||
_POWER_STATE_ON_BATTERY:
|
||||
return "battery"
|
||||
_POWER_STATE_NO_BATTERY, _POWER_STATE_CHARGING, _POWER_STATE_CHARGED:
|
||||
return "plugged"
|
||||
_:
|
||||
return "unknown"
|
||||
|
||||
|
||||
## True only when the OS reports the device is on battery — used by Layer 3 suspend.
|
||||
static func should_suspend_inference(power_state: int) -> bool:
|
||||
return power_state == _POWER_STATE_ON_BATTERY
|
||||
|
||||
|
||||
## Read current OS power state integer. Returns 0 (UNKNOWN) if unavailable.
|
||||
## Uses callv() to defer method resolution to runtime — avoids compile errors on builds
|
||||
## where OS.get_power_info() is not available (e.g. headless).
|
||||
func current_power_state() -> int:
|
||||
# Try Godot 4.x: OS.get_power_info() → {"power_state": int, "percent": int, ...}
|
||||
if OS.has_method("get_power_info"):
|
||||
var info: Variant = OS.callv("get_power_info", [])
|
||||
if info is Dictionary:
|
||||
return int(info.get("power_state", _POWER_STATE_UNKNOWN))
|
||||
# Fallback: unknown power state → treat as FULL (no inference suspension).
|
||||
return _POWER_STATE_UNKNOWN
|
||||
|
||||
|
||||
func _poll_power() -> void:
|
||||
# Read raw state + battery percent from OS.
|
||||
raw_power_state = _POWER_STATE_UNKNOWN
|
||||
battery_percent = -1
|
||||
if OS.has_method("get_power_info"):
|
||||
var info: Variant = OS.callv("get_power_info", [])
|
||||
if info is Dictionary:
|
||||
raw_power_state = int(info.get("power_state", _POWER_STATE_UNKNOWN))
|
||||
if raw_power_state == _POWER_STATE_ON_BATTERY:
|
||||
battery_percent = int(info.get("percent", -1))
|
||||
|
||||
var new_profile: PowerProfile = PowerProfile.BATTERY \
|
||||
if raw_power_state == _POWER_STATE_ON_BATTERY \
|
||||
else PowerProfile.FULL
|
||||
if new_profile != power_profile:
|
||||
var old_profile := power_profile
|
||||
power_profile = new_profile
|
||||
power_profile_changed.emit(int(old_profile), int(new_profile))
|
||||
|
||||
|
||||
# -- Diagnostics --------------------------------------------------------------
|
||||
|
||||
## Returns all platform properties as a flat dictionary for inclusion in bug reports.
|
||||
func get_diagnostics() -> Dictionary:
|
||||
return {
|
||||
# Power
|
||||
"power_profile": int(power_profile),
|
||||
"raw_power_state": raw_power_state,
|
||||
"battery_percent": battery_percent,
|
||||
# Memory
|
||||
"free_memory_mb": free_memory_mb,
|
||||
"total_memory_mb": total_memory_mb,
|
||||
# CPU
|
||||
"cpu_name": cpu_name,
|
||||
"cpu_logical_cores": cpu_logical_cores,
|
||||
# GPU
|
||||
"gpu_name": gpu_name,
|
||||
"gpu_vendor": gpu_vendor,
|
||||
"gpu_api_version": gpu_api_version,
|
||||
"gpu_type": gpu_type,
|
||||
"gpu_driver_info": Array(gpu_driver_info),
|
||||
# Platform
|
||||
"platform_name": platform_name,
|
||||
"os_version": os_version,
|
||||
"distribution": distribution,
|
||||
"is_sandboxed": is_sandboxed,
|
||||
# Display
|
||||
"screen_count": screen_count,
|
||||
"screen_size": {"x": screen_size.x, "y": screen_size.y},
|
||||
"screen_dpi": screen_dpi,
|
||||
"screen_refresh_rate": screen_refresh_rate,
|
||||
"display_scale": display_scale,
|
||||
# Locale
|
||||
"locale": locale,
|
||||
"locale_language": locale_language,
|
||||
# Paths
|
||||
"user_data_dir": user_data_dir,
|
||||
"config_dir": config_dir,
|
||||
"benchmark_cache_path": benchmark_cache_path,
|
||||
"install_dir": install_dir,
|
||||
"executable_path": executable_path,
|
||||
"cache_dir": cache_dir,
|
||||
"model_dir": model_dir,
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://platform_info_sr
|
||||
@@ -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
|
||||
@@ -231,8 +231,34 @@ 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)
|
||||
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
|
||||
# from server SQLite so the client reflects the authoritative persisted state (D-138).
|
||||
_outbound_buffer.append({
|
||||
"tick": 0,
|
||||
"action_name": "RequestAllSettings",
|
||||
})
|
||||
return
|
||||
|
||||
if _bridge == null:
|
||||
@@ -355,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
|
||||
# #554: Carry forward save/load result (one-shot, consumed by main.gd)
|
||||
if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
|
||||
snapshot["save_result"] = _last_snapshot["save_result"]
|
||||
# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
|
||||
if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
|
||||
snapshot["settings_response"] = _last_snapshot["settings_response"]
|
||||
_last_snapshot = snapshot
|
||||
|
||||
# Drain the outbound buffer. Returns raw input entries for batch encoding.
|
||||
@@ -396,6 +425,14 @@ 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
|
||||
InputMapper.Action.CHANGE_SETTINGS:
|
||||
return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
|
||||
InputMapper.Action.REQUEST_ALL_SETTINGS:
|
||||
return "RequestAllSettings" # #646: unit variant — server sends full settings dump
|
||||
InputMapper.Action.DELETE_SETTING:
|
||||
return "DeleteSetting" # #646: struct variant — delete setting by key
|
||||
_:
|
||||
push_warning("SimBridge: unknown action enum %s" % action)
|
||||
return ""
|
||||
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
class_name Protocol
|
||||
extends Node
|
||||
## MessagePack codec for the Rust↔Godot wire protocol (D-020).
|
||||
##
|
||||
## Encodes/decodes ObserverSnapshot and PlayerInput to match
|
||||
@@ -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
|
||||
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
|
||||
const PROTOCOL_VERSION: int = 20
|
||||
|
||||
|
||||
# -- Decode: bytes from server → GDScript types --------------------------------
|
||||
@@ -244,6 +245,68 @@ 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"]),
|
||||
})
|
||||
|
||||
# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
|
||||
# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
|
||||
# "ack": {success: bool, key: String, error: String|null}.
|
||||
var settings_response: Variant = null
|
||||
var raw_sr: Variant = raw.get("settings_response")
|
||||
if raw_sr is Dictionary:
|
||||
var sr_kind: String = str(raw_sr.get("kind", ""))
|
||||
if sr_kind == "full":
|
||||
var sr_settings: Array = []
|
||||
var raw_sr_settings: Variant = raw_sr.get("settings")
|
||||
if raw_sr_settings is Array:
|
||||
for raw_s in raw_sr_settings:
|
||||
if raw_s is Dictionary and raw_s.has("key"):
|
||||
sr_settings.append({
|
||||
"key": str(raw_s["key"]),
|
||||
"value": raw_s.get("value"),
|
||||
})
|
||||
settings_response = {"kind": "full", "settings": sr_settings}
|
||||
elif sr_kind == "ack":
|
||||
settings_response = {
|
||||
"kind": "ack",
|
||||
"success": bool(raw_sr.get("success", false)),
|
||||
"key": str(raw_sr.get("key", "")),
|
||||
"error": raw_sr.get("error"),
|
||||
}
|
||||
|
||||
# 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 +383,12 @@ 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,
|
||||
"settings_response": settings_response,
|
||||
}
|
||||
|
||||
|
||||
@@ -427,6 +494,34 @@ 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"
|
||||
@@ -480,6 +575,24 @@ static func _encode_action(action_name: String, action_data: Variant) -> Variant
|
||||
return action_name
|
||||
|
||||
|
||||
## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
|
||||
## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
|
||||
## (action_name + action_data), suitable for inspection in tests and for
|
||||
## queuing via SimBridge._outbound_buffer.
|
||||
## The server receives this as a PlayerAction::ChangeSettings variant.
|
||||
static func encode_change_settings(enabled: bool) -> PackedByteArray:
|
||||
var entries: Array = [{
|
||||
"tick": 0,
|
||||
"action_name": "ChangeSettings",
|
||||
"action_data": {"ai_enhanced_dialogue": enabled},
|
||||
}]
|
||||
var result = Messagepack.encode(entries)
|
||||
if result.status != null:
|
||||
push_error("Protocol: encode_change_settings failed: %s" % result.status)
|
||||
return PackedByteArray()
|
||||
return result.value
|
||||
|
||||
|
||||
## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
|
||||
## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
|
||||
static func decode_player_input(bytes: PackedByteArray) -> Variant:
|
||||
|
||||
@@ -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
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://cix55xks85vl8
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
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
|
||||
|
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
|
||||
|
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
|
||||
|
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
|
||||
|
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
|
||||
|
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
|
||||
|
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
|
||||
|
After Width: | Height: | Size: 42 KiB |