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Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 7231b28850 chore(meta): release v0.1.22
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 17:25:31 +01:00
jpmschweitzerandClaude Opus 4.6 5aea6e283b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:34:17 +01:00
jpmschweitzerandClaude Opus 4.6 6bcdc48412 feat(client): add visual test harness with golden regression
Gives Claude eyes: `make screenshot` captures a rendered frame,
`make test-visual` compares against golden PNGs, `make visual-update`
regenerates goldens. Built to debug the Sprint 22 fog regression and
prevent future visual regressions across fog, HUD, dialogue, and UI.

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:33:55 +01:00
jpmschweitzerandClaude Opus 4.6 8ac904fe69 fix(client): remove return statements from fog fragment shader
Godot 4.6 OpenGL3 compatibility mode does not support 'return' in
fragment(). The early returns on lines 68 and 82 caused silent shader
compilation failure, making the fog overlay render as a no-op — the
root cause of the Sprint 22 fog regression.

Restructured to if/else-if/else chain preserving identical logic.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:21:10 +01:00
jpmschweitzerandClaude Opus 4.6 ded24de31b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:13:42 +01:00
jpmschweitzerandClaude Opus 4.6 b025fe8152 chore(db): remove db/connectors backwards-compat symlink (#568)
Remove the db/connectors → tooling/db/ symlink added in Sprint 21
(#274) and migrate all references to use tooling/db/ directly.

- Delete tracked symlink from db/connectors
- Remove duplicate db/connectors/* permission patterns from settings
- Update project-structure.md to reflect removal
- Move whatsinagame/static/db/connectors/ to whatsinagame/static/tooling/db/
- Update 20 whatsinagame template, skill, and test files
- Update comment references in client/tests/test_anti_tedium.gd
- Historical docs (old sprint briefings, changelog, discussions) left as-is

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:13:26 +01:00
jpmschweitzerandClaude Opus 4.6 b9b9c923a0 fix(assets): correct gradient radius comment from 6-8 to 3-4 tiles
The 7x7 Gaussian kernel (sigma 2.0) produces a 3-4 tile radius
gradient, not 6-8 tiles. Header comment now matches the function
comment and actual math.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:12:56 +01:00
jpmschweitzerandClaude Opus 4.6 50aba3adf6 fix(client): address PR #78 review comments
- Widen world_seed entropy from u32 to full u64 by combining two randi()
  calls (Hoshe warning #1)
- Persist world_seed to save directory and restore on resume_game() so
  loaded sessions maintain D-010 deterministic replay (Tyre warning #2)
- Constrain EntanglementConfig intrigue range based on flat value so
  mundane_ratio stays within D-029 spec [45,55]% (both reviewers)
- Remove dead VIS_PERIPHERAL constant and _grow_bounds() method
- Update test_client_p1 peripheral test for forward-only simplification
- Fix misleading exp_fade shader comment (filter_nearest = hard step)

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:08 +01:00
jpmschweitzerandClaude Opus 4.6 b89c4d5c9d chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:58 +01:00
jpmschweitzerandClaude Opus 4.6 d591f44b35 feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)
Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.

EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.

Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.

10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:31 +01:00
jpmschweitzerandClaude Opus 4.6 ebc87d8e74 fix(client): fix fog system — blocky edges and zero explored visibility (#569)
Root cause: update_from_state() used visible_tiles (always empty in live
server mode) instead of visible_positions for bounds calculation. Bounds
never grew beyond 64x64, so tiles outside that area rendered as solid
unexplored black.

Fix: new _grow_bounds_from_positions() method reads visible_positions
(always populated from server snapshots). Shader fix: removed the
(explored < 0.01 && vis_raw < 0.01) guard that cut off the Gaussian
gradient at unexplored tile boundaries. Doubled blur step size for
D-066 compliant 6-8 tile soft gradient. Added debug_exploration mode
for diagnostic rendering of the exploration texture.

19 acceptance tests covering exploration persistence, bounds grow-only
invariant, gradient margin, Forward-only visibility writes, and
exploration data surviving texture resize.

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 13:15:32 +01:00
jpmschweitzerandClaude Opus 4.6 1ead61ce99 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:20:21 +01:00
jpmschweitzerandClaude Opus 4.6 a862426f84 docs(docs): add Sprint 22 briefings and track Godot auto-generated files
Sprint 22 "Wire" briefings for server, client, visual, CI, and
planning teams. Also track Godot .import and .uid files that were
previously untracked.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:20:02 +01:00
jpmschweitzerandClaude Opus 4.6 d4f81e9373 docs(docs): update D-015/D-017 for simplified cone model, add Q-051
Update perception decisions to reflect the forward-only 120° cone
(no peripheral sector). Add Q-051: speech bubble indicator over
speaking NPCs for dialogue attribution.

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

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

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

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

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

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

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

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

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

Ticket: #564

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 18:54:21 +01:00
jpmschweitzerandClaude Opus 4.6 64bf4ec539 fix(client): address PR #73 review — race conditions and defensive guards (#257)
- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical)
- Guard _build_saves_list() against queue_free() race on rapid reopen
- Disable save entries with empty newest_save, guard in _on_save_selected
- Send before show_loading on F6 quickload, skip overlay on send failure
- Clear pending_load_path in _on_new_game()/_on_continue() (stale path)
- Add hide_loading(success: bool) API for future failure-state UI
- Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:37 +01:00
jpmschweitzerandClaude Opus 4.6 d31ac1cc70 feat(simulation): error handling and recovery — panic supervision, state hash, structured errors (#85)
Protocol v17: add state_hash (desync detection) and sim_errors
(structured error reporting) to ObserverSnapshot. Add SimError,
SimErrorKind, SimErrorBuffer types. Wrap main loop app.update() in
catch_unwind — on panic, send a final SimError snapshot before exit.
Report recoverable deserialization errors to client via SimErrorBuffer.
Compute per-tick state hash from player position + NPC count + tick.
Update all test fixtures and golden files for protocol v17.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:27 +01:00
jpmschweitzerandClaude Opus 4.6 c2cae1f618 fix(simulation): register interaction systems and persist door state (#246)
Follow-up to b6a9b78: register TerminalInteractedQueue resource and
door/terminal interaction systems in SimulationPlugin; add door state
save/load in save_io (open doors round-trip through SaveStateV1);
make WalkabilityMap param optional in process_door_interaction so
plugin-only tests work without a loaded map; fix information_boundaries
test missing open_doors field.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:15 +01:00
jpmschweitzerandClaude Sonnet 4.6 b6a9b78205 feat(simulation): basic environmental interaction — doors, examine, terminals (#246)
- Add DoorState component tracking is_open and blocking_tile; add
  DoorInteractRequest per-player component consumed by new
  process_door_interaction system (toggles walkability each use)
- Add TerminalInteracted event, TerminalInteractedQueue resource,
  TerminalInteractRequest component, and process_terminal_interaction
  system (emits event on Use verb)
- Add ExamineText(String) component for authored object examine text;
  extend process_examine_interaction with object examine path:
  uses ExamineText if present, falls back to generic string if absent
- Fix: add Without<ObjectType> filter to npc_query in
  process_examine_interaction — previously any entity with TilePosition
  was mis-routed through the NPC text generator
- Add SaveStateV1.open_doors: Vec<StableId> with #[serde(default)]
  for backward-compatible serialization
- Add "Open"/"Close" → DoorInteractRequest and "Use" →
  TerminalInteractRequest dispatch in process_player_input
- 10 integration tests in tests/environmental_interaction.rs covering
  all acceptance criteria: door toggle (both directions), open-to-close,
  invalid target, readable examine (with/without ExamineText), out-of-range,
  terminal event emission, request cleanup, and save state round-trip

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-27 11:11:45 +01:00
jpmschweitzerandClaude Sonnet 4.6 c4e09bff77 feat(simulation): implement triangle validation and cross-template generation (#108, #109)
- Add ValidationError enum with three failure modes: ConflictViability
  (missing Want axis), RelationshipCoherence (empty constraints),
  InterestDivergence (duplicate interest axes)
- Add validate_triangle_def() pure function enforcing all three checks
  in priority order (per D-087)
- Add generate_cross_template_triangles() function that combines NPC
  pools from two templates, validates each TriangleDef before processing,
  and assigns ownership to template_a
- 10 integration tests in tests/triangle_validation.rs covering all
  validation failure modes, ordering guarantees, cross-template span,
  invalid def skipping, determinism, and intra-template isolation

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-27 11:11:31 +01:00
jpmschweitzerandClaude Opus 4.6 0ab81961dc chore(meta): sync Cargo.lock version after main merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:09:39 +01:00
jpmschweitzerandClaude Opus 4.6 2893366a6f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:08:35 +01:00
jpmschweitzerandClaude Opus 4.6 bc226d8baf chore(db): move db/connectors/ to tooling/db/ (#274)
Consolidates all connector scripts under tooling/ per project
structure conventions. Symlink at db/connectors → tooling/db/
preserves backwards compatibility (remove after Sprint 22).

Updated references in CLAUDE.md, Makefile, DEVOPS.md, all skill
files, agent files, rules, schema comments, and Sprint 21
briefings. Python scripts updated with correct SCHEMA_PATH
(now relative to WORKTREE_ROOT/db/schema.sql).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:08:00 +01:00
jpmschweitzerandClaude Opus 4.6 a44a1081bc docs(docs): record D-110–D-112 — z-level addressing, subterranean architecture, no instancing
Signed z-level fix (base_z u8→i8), MobileChunk Idle as stationary
installation primitive, and rejection of separate location instancing.
LocalOverlay confirmed as canonical DLC/mod content injection point.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:07:13 +01:00
jpmschweitzerandClaude Opus 4.6 c797869503 feat(client): add save/load game flow and move debug_overlay (#257, #561)
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.

#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:07:10 +01:00
jpmschweitzerandClaude Opus 4.6 93e050f3bf chore(db): backup database after sprint 21 merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 10:46:44 +01:00
jpmschweitzer d8497962c6 Merge branch 'planning' 2026-02-27 10:46:33 +01:00
jpmschweitzer c69290e7a0 Merge branch 'maintenance' 2026-02-27 10:46:15 +01:00
jpmschweitzerandClaude Opus 4.6 2f2f8eb06d docs(docs): file D-096–D-109 and Q-045–Q-050 from generator workshop
14 confirmed decisions filed across architecture.md (10) and content.md (4).
6 open questions filed in questions.md (Q-046 resolved immediately by D-108).
README.md index updated.

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 19:31:45 +01:00
jpmschweitzerandClaude Opus 4.6 9b6a3576a2 fix(meta): update paths after projects dir relocation
Replaced /var/home/jeroenschweitzer/Projects/ with /var/mnt/data/projects/
across 13 files (skills, docs, workshops, discussions).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 18:49:24 +01:00
jpmschweitzerandClaude Opus 4.6 be72cccb2a fix(client): bump protocol version to 16
Match server v16 protocol (triangle crisis events on ObserverSnapshot).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:53:37 +01:00
jpmschweitzerandClaude Opus 4.6 8e77a72a98 chore(assets): re-export wireframes without watermarks
Re-rendered all 19 wireframe PNGs via Frame0 paid license,
removing trial watermarks. JSON sources unchanged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 10:40:13 +01:00
328 changed files with 27003 additions and 4184 deletions
+1 -1
View File
@@ -44,7 +44,7 @@ Named after Qatux, the Raiel with perfect memory who helped Paula Myo by recalli
- **Work in dedicated round files:** All new rounds happen in `docs/discussions/round-NN-topic.md` from the start. DISCUSSION.md is retired for new content.
- **Update the discussion index ONLY when closing:** After a round is formally closed, update `docs/discussions/README.md` with the round entry (number, topic, decisions produced, file link).
- **Update briefings:** After a round produces new decisions, update the relevant agent briefing files in `docs/briefings/`.
- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `db/connectors/qdrant-index <path>`.
- **Re-index documents:** After archiving or updating documents, re-index them in Qdrant via `tooling/db/qdrant-index <path>`.
## Team workflow (mandatory)
+1 -1
View File
@@ -1,6 +1,6 @@
# Local Services
Endpoints are also preconfigured in `db/connectors/config.json`.
Endpoints are also preconfigured in `tooling/db/config.json`.
- **Gitea:** `http://git.schweitz.internal` (login: `schweitz`)
- **Qdrant:** `http://tower-of-joy:6333/`
+4 -1
View File
@@ -17,11 +17,14 @@ docs/
workshops/ # Workshop briefs and outputs
db/
schema.sql # Database schema
connectors/ # Connector scripts for SQLite and Qdrant
tooling/
db/ # Connector scripts for SQLite, Qdrant, and audio
config.json # Endpoint configuration
ticket # Ticket CLI
sprint # Sprint lifecycle CLI
sqlite_connector.py # SQLite mini MCP
qdrant_connector.py # Qdrant + ollama mini MCP
audio_connector.py # Stable Audio Open connector
.claude/
agents/ # Agent personality files
skills/ # Skill definitions
+15 -13
View File
@@ -25,20 +25,22 @@
"Bash(git ls-tree *)",
"Bash(git rev-parse --show-toplevel)",
"Bash(db/connectors/ticket *)",
"Bash(db/connectors/sprint *)",
"Bash(db/connectors/sqlite-query *)",
"Bash(db/connectors/sqlite-exec *)",
"Bash(db/connectors/qdrant-search *)",
"Bash(db/connectors/qdrant-index *)",
"Bash(db/connectors/qdrant-health)",
"Bash(db/connectors/qdrant-count)",
"Bash(db/connectors/sqlite-init)",
"Bash(db/connectors/decisions-sync)",
"Bash(tooling/db/ticket *)",
"Bash(tooling/db/sprint *)",
"Bash(tooling/db/sqlite-query *)",
"Bash(tooling/db/sqlite-exec *)",
"Bash(tooling/db/qdrant-search *)",
"Bash(tooling/db/qdrant-index *)",
"Bash(tooling/db/qdrant-health)",
"Bash(tooling/db/qdrant-count)",
"Bash(tooling/db/sqlite-init)",
"Bash(tooling/db/decisions-sync)",
"Bash(tooling/db/decision *)",
"Bash(db/connectors/audio-generate *)",
"Bash(db/connectors/audio-health)",
"Bash(db/connectors/audio-post *)",
"Bash(tooling/db/audio-generate *)",
"Bash(tooling/db/audio-health)",
"Bash(tooling/db/audio-post *)",
"Bash(tooling/db/audio-batch *)",
"Bash(make *)",
"Bash(make)",
+15 -15
View File
@@ -13,7 +13,7 @@ description: >
# Audio Generation — The Settled Reach
Generate sonically consistent audio assets using the Stable Audio Open API via
wrapper scripts at `db/connectors/audio-*`.
wrapper scripts at `tooling/db/audio-*`.
Asset descriptions, filenames, bus routing, and design intent are documented in
`docs/assets/audio/`. This skill provides the prompt system, generation
@@ -25,21 +25,21 @@ workflow, and quality validation.
```bash
# Check API health
db/connectors/audio-health
tooling/db/audio-health
# Generate a single asset (WAV only)
db/connectors/audio-generate "prompt text" \
tooling/db/audio-generate "prompt text" \
--duration 10 --steps 100 --cfg 7 \
--output path/to/output.wav
# Generate + post-process in one command (WAV → trim → normalize → OGG)
db/connectors/audio-generate "prompt text" \
tooling/db/audio-generate "prompt text" \
--duration 10 --steps 100 --cfg 7 \
--output path/to/gen/intermediate.wav \
--output-ogg client/assets/audio/final.ogg
# Batch-generate from a manifest (preferred for multiple assets)
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
```
### Parameters
@@ -138,16 +138,16 @@ AMB-001, SFX-002, UI-005). This couples the manifest to the asset inventory.
```bash
# Full run
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json
# Dry run — preview what would be generated
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --dry-run
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --dry-run
# Generate only specific assets
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --only AMB-001,AMB-002
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --only AMB-001,AMB-002
# Skip assets that already have OGG files
db/connectors/audio-batch docs/assets/audio/batch-s10-327.json --skip-existing
tooling/db/audio-batch docs/assets/audio/batch-s10-327.json --skip-existing
```
### 3. Update asset docs with prompts
@@ -190,8 +190,8 @@ For one-off generation or iteration on a specific asset:
2. Read `references/sonic-palette.md` for the sonic family prefix.
3. Read `references/category-templates.md` for the matching template.
4. Assemble the full prompt.
5. Run `db/connectors/audio-health` to verify the API is up.
6. Run `db/connectors/audio-generate` with `--post` or `--output-ogg` to
5. Run `tooling/db/audio-health` to verify the API is up.
6. Run `tooling/db/audio-generate` with `--post` or `--output-ogg` to
generate and post-process in one step.
7. Verify the output (file size, duration).
8. Update the asset status and prompt in `docs/assets/audio/{category}.md`.
@@ -218,12 +218,12 @@ If you need to post-process separately (e.g., re-normalizing an existing file):
```bash
# Full pipeline: trim → normalize → convert
db/connectors/audio-post pipeline input.wav --output output.ogg
tooling/db/audio-post pipeline input.wav --output output.ogg
# Individual steps
db/connectors/audio-post trim input.wav
db/connectors/audio-post normalize input.wav --lufs -16
db/connectors/audio-post convert input.wav --output output.ogg
tooling/db/audio-post trim input.wav
tooling/db/audio-post normalize input.wav --lufs -16
tooling/db/audio-post convert input.wav --output output.ogg
```
## Manual Synthesis (Insert-Tech Sounds)
+1 -1
View File
@@ -169,7 +169,7 @@ Construct the ticket title and description from the report summary and any
investigation findings. Use the ticket CLI:
```bash
db/connectors/ticket create bug "{title}" --team {team} --description "{description}"
tooling/db/ticket create bug "{title}" --team {team} --description "{description}"
```
The description should include:
+3 -3
View File
@@ -20,14 +20,14 @@ and workflows.
For precise indexing of specific content:
```bash
python3 db/connectors/qdrant_connector.py index "unique-id" "Text content to index" --metadata source=manual heading="Custom heading"
python3 tooling/db/qdrant_connector.py index "unique-id" "Text content to index" --metadata source=manual heading="Custom heading"
```
### Create collection
Initialize the Qdrant collection (run once during setup):
```bash
python3 db/connectors/qdrant_connector.py create-collection
python3 tooling/db/qdrant_connector.py create-collection
```
## Bulk Indexing
@@ -35,7 +35,7 @@ python3 db/connectors/qdrant_connector.py create-collection
Index all project documents at once:
```bash
for f in decisions/*.md DISCUSSION.md TEAM.md docs/discussions/*.md docs/briefings/*.md; do
db/connectors/qdrant-index "$f"
tooling/db/qdrant-index "$f"
done
```
+1 -1
View File
@@ -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
+4 -4
View File
@@ -83,12 +83,12 @@ raw diff to reviewers — cleaner context, better reviews.
worktrees. Each team branch is checked out at:
```
/var/home/jeroenschweitzer/Projects/settled-reach/<branch>/
/var/mnt/data/projects/settled-reach/<branch>/
```
For example, the `copy` branch lives 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
@@ -103,10 +103,10 @@ worktree path. 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>/
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
@@ -3,7 +3,7 @@
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>/`
`/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
+6 -6
View File
@@ -88,7 +88,7 @@ the user and a purpose-assembled agent panel.
Get carry-overs, backlog candidates, and decision gaps in one shot:
```bash
db/connectors/sprint prepare
tooling/db/sprint prepare
```
This auto-detects the next sprint number (max ID + 1), creates the sprint
@@ -103,10 +103,10 @@ record in `planning` status if needed, and outputs:
For critical epics, check their children for granular candidates:
```bash
db/connectors/ticket children <epic_id>
tooling/db/ticket children <epic_id>
```
Use `db/connectors/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
Use `tooling/db/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
### 3. Read existing code state
@@ -184,14 +184,14 @@ 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
@@ -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
+11 -11
View File
@@ -38,7 +38,7 @@ When `/sprint-start` is run on `main`, assess the current sprint state
and do the next right thing. Query the database to determine the state:
```bash
db/connectors/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
tooling/db/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
```
Then follow the **first matching case**:
@@ -48,7 +48,7 @@ Then follow the **first matching case**:
First, check whether the sprint's work is actually done:
```bash
db/connectors/sprint status
tooling/db/sprint status
```
This shows ticket counts by status (done, in_progress, backlog).
@@ -81,7 +81,7 @@ explicitly chooses to close.
#### A1. Close the active sprint
```bash
db/connectors/sprint stop
tooling/db/sprint stop
```
This marks the active sprint as completed and lists carry-over candidates.
@@ -142,7 +142,7 @@ A sprint is ready to activate. Verify it looks complete:
```
2. Check the ticket count:
```bash
db/connectors/sprint status --sprint N
tooling/db/sprint status --sprint N
```
If briefings are missing or the sprint has 0 tickets, report the gap
@@ -151,7 +151,7 @@ and suggest running `/sprint-plan` to complete planning.
If everything looks ready, activate the sprint:
```bash
db/connectors/sprint start
tooling/db/sprint start
```
Then report:
@@ -184,7 +184,7 @@ If the merge has conflicts, report them and stop — do not force-resolve.
Run the sprint CLI to get the full context dump in one shot:
```bash
db/connectors/sprint start-work
tooling/db/sprint start-work
```
This auto-detects the active sprint and current team from the branch.
@@ -204,7 +204,7 @@ If no matching briefing exists for the team, suggest running
For tickets that need more detail than the `start-work` summary provides:
```bash
db/connectors/ticket show <id>
tooling/db/ticket show <id>
```
### 6. Read key decisions
@@ -218,7 +218,7 @@ Mark all actionable (unblocked, non-done) tickets in the sprint as
`in_progress`:
```bash
db/connectors/ticket status <id> in_progress
tooling/db/ticket status <id> in_progress
```
Then output a summary:
@@ -296,8 +296,8 @@ Task(
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 +346,7 @@ Task(
7. If no tasks remain, message the team lead. Do NOT shut down
on your own.
Use `db/connectors/ticket show <id>` for full ticket specs.",
Use `tooling/db/ticket show <id>` for full ticket specs.",
description: "Sprint {N} {team}: {name}",
run_in_background: true
)
+1 -1
View File
@@ -41,7 +41,7 @@ the workflow.
Run these two commands in parallel:
```bash
db/connectors/sprint sweep
tooling/db/sprint sweep
```
```bash
+16 -16
View File
@@ -17,60 +17,60 @@ section. This skill covers the full command reference.
### List tickets (full flags)
```bash
db/connectors/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
tooling/db/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
```
### Create ticket
```bash
db/connectors/ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
tooling/db/ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
```
Types: `initiative`, `epic`, `story`, `task`, `bug`
Priorities: `critical`, `high`, `medium`, `low`
### Update status
```bash
db/connectors/ticket status <id> <new_status>
db/connectors/ticket done <id> [<id> ...]
tooling/db/ticket status <id> <new_status>
tooling/db/ticket done <id> [<id> ...]
```
Statuses: `backlog`, `ready`, `in_progress`, `review`, `done`, `cancelled`
### Assignment
```bash
db/connectors/ticket assign <id> <agent>
db/connectors/ticket unassign <id>
tooling/db/ticket assign <id> <agent>
tooling/db/ticket unassign <id>
```
### Team assignment
```bash
db/connectors/ticket team <id> <teams>
tooling/db/ticket team <id> <teams>
```
Teams are comma-separated, e.g. `server`, `client`, `server,client`.
### Sprint management
```bash
db/connectors/ticket sprint [--active]
db/connectors/ticket sprint assign <id> <sprint_id>
tooling/db/ticket sprint [--active]
tooling/db/ticket sprint assign <id> <sprint_id>
```
For sprint-scoped operations (status overview, context dumps, lifecycle),
use the dedicated sprint CLI instead: `db/connectors/sprint --help`
use the dedicated sprint CLI instead: `tooling/db/sprint --help`
### Dependencies
```bash
db/connectors/ticket deps <id>
tooling/db/ticket deps <id>
```
### Search and browse
```bash
db/connectors/ticket search <keyword>
db/connectors/ticket epics [--status S]
db/connectors/ticket children <id>
db/connectors/ticket count [--status S]
tooling/db/ticket search <keyword>
tooling/db/ticket epics [--status S]
tooling/db/ticket children <id>
tooling/db/ticket count [--status S]
```
### Batch show
```bash
db/connectors/ticket show --brief <id> [<id>...]
tooling/db/ticket show --brief <id> [<id>...]
```
## Workflow
+38
View File
@@ -6,6 +6,44 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [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
+11 -11
View File
@@ -14,7 +14,7 @@ server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
docs/ # Architecture, design, briefings, sprints, workshops
db/ # Schema + connector scripts (ticket CLI, SQLite, Qdrant)
db/ # Schema + seed data (connectors moved to tooling/db/)
.claude/ # Agents, skills, rules
decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected)
```
@@ -42,7 +42,7 @@ 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 +52,19 @@ 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 |
### 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
+25 -5
View File
@@ -8,7 +8,8 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
fixtures-client golden-diff golden-update \
checklist-validate checklist-generate \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
# --- Configuration ---
@@ -53,6 +54,11 @@ help:
@echo " make checklist-generate Validate checklists + print condition summary"
@echo " make perf-baseline Run performance benchmarks and save baseline"
@echo ""
@echo " make screenshot Ad-hoc visual capture (SCENARIO=name, default: fog_3state)"
@echo " make visual-movie Flow capture with contact sheet (FLOW=name)"
@echo " make test-visual Run visual golden regression tests"
@echo " make visual-update Regenerate visual goldens and stage for commit"
@echo ""
@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
@echo " make pre-pr-client Client-scoped pre-PR (lint, build, test)"
@@ -284,16 +290,16 @@ 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 +324,20 @@ debug-schedule:
@echo "Dumping bevy_ecs schedule graph..."
@cd server && cargo run --bin settled-reach-server -- --dump-schedule
# --- Visual test harness ---
screenshot:
@tests/run-visual --screenshot $(SCENARIO)
visual-movie:
@tests/run-visual --movie $(FLOW)
test-visual:
@tests/run-visual
visual-update:
@tests/run-visual --update
content-ron:
cd tooling/content-converter && cargo build --release
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
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View File
@@ -109,6 +109,7 @@ notifications:
load_failed: "Load failed."
connection_lost: "Signal interrupted."
connection_restored: "Signal restored."
loading: "Resuming..."
# ============================================================
# KNOWLEDGE PANEL LABELS
@@ -183,6 +184,9 @@ menu:
confirm_quit: "Unsaved progress will be lost."
confirm_yes: "Yes"
confirm_no: "No"
load_game_browse: "LOAD GAME"
load_game_back: "BACK"
load_game_empty: "No saves found."
settings:
audio_volume: "Volume"
+6 -2
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=26 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=27 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 +21,11 @@
[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"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -190,3 +191,6 @@ 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")]
+58
View File
@@ -59,8 +59,66 @@ text = "CONTINUE"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="LoadGameBtn" type="Button" parent="VBox"]
layout_mode = 2
text = "LOAD GAME"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="QuitBtn" type="Button" parent="VBox"]
layout_mode = 2
text = "QUIT"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="LoadGamePanel" type="Control" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
visible = false
[node name="PanelBg" type="ColorRect" parent="LoadGamePanel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.05, 0.05, 0.08, 0.96)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="LoadGamePanel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -160.0
offset_top = -180.0
offset_right = 160.0
offset_bottom = 180.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="LoadGamePanel/VBox"]
layout_mode = 2
text = "LOAD GAME"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="SavesScroll" type="ScrollContainer" parent="LoadGamePanel/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(320, 240)
[node name="SavesList" type="VBoxContainer" parent="LoadGamePanel/VBox/SavesScroll"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="BackBtn" type="Button" parent="LoadGamePanel/VBox"]
layout_mode = 2
text = "BACK"
theme_override_font_sizes/font_size = 14
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
+136 -25
View File
@@ -8,13 +8,29 @@ extends Node
# Used by fog shader to distinguish visual treatment per tile.
# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
const VIS_PERIPHERAL: int = 180 # In LOS, peripheral sector — light fog dimming
const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569). Retained — tests still reference it.
const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
# Zone temperature tints (D-059 + D-046, Sprint 22) — keyed by zone_id string from server.
# Matches audio_manager.gd ZONE_ASSETS zone_id strings for consistent zone semantics.
# Low saturation is intentional (D-046): tints are subtle — distinguishable as warm/cool/neutral
# in side-by-side comparison, not garish. The "Hopper test" validates this.
# Colors are dark tints used as the fog overlay in the deep fog zone:
# hub/workplace: #1a1f2e (cool blue-dark — terminal, institutional)
# bar: #2a1f15 (warm amber-dark — social, inhabited)
# corridor: #1a1a1a (neutral dark — transitional, maintenance)
const ZONE_TINTS: Dictionary = {
"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
"workplace": Color(0.102, 0.122, 0.180), # same as hub
"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
}
const ZONE_TINT_DEFAULT: Color = Color(0.102, 0.102, 0.102) # #1a1a1a neutral
var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
var visibility_texture: ImageTexture
var exploration_texture: ImageTexture
@@ -25,16 +41,34 @@ var _exp_bytes: PackedByteArray
var _vis_image: Image
var _exp_image: Image
var _tint_image: Image
# Zone tint stored as 3-channel RGB bytes (R, G, B per pixel) for preservation across resizes
var _tint_bytes: PackedByteArray
var _width: int = 1
var _height: int = 1
var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
## Debug flag — when true, fog.gdshader renders raw exploration texture
## as colored overlay (green=visible, blue=explored, red=unexplored).
## Toggle via FogState.debug_exploration = true in the console.
var debug_exploration: bool = false
## Deterministic shader time for visual test captures.
## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
## Set before settle frames so noise phase is reproducible across runs.
var override_time: float = -1.0
func _ready() -> void:
_resize(Rect2i(0, 0, 64, 64))
func _resize(bounds: Rect2i) -> void:
var old_bounds := map_bounds
var old_exp := _exp_bytes
var old_tint := _tint_bytes # empty on first call (_ready); guard at line 104 skips copy
var old_w := _width
var old_h := _height
map_bounds = bounds
_width = maxi(bounds.size.x, 1)
_height = maxi(bounds.size.y, 1)
@@ -49,41 +83,84 @@ 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
_vis_image.set_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
visibility_texture.update(_vis_image)
@@ -106,24 +183,58 @@ 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)
+11
View File
@@ -66,6 +66,12 @@ 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 +81,11 @@ var rng_seed: Variant = null
# One-shot: consumed by main.gd after display, then set back to null.
var save_result: 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 = ""
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
@@ -31,12 +31,27 @@ 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 from the save directory for D-010 deterministic replay.
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)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -111,6 +126,26 @@ 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
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
@@ -0,0 +1 @@
uid://b357ok64jc8vp
+20
View File
@@ -231,6 +231,26 @@ func _process(delta: float) -> void:
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
var reason := "Failed to send startup message: %s" % error_string(send_err)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
else:
var reason := "Failed to encode startup message"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
_set_state(ConnectionState.CONNECTED)
return
+51 -1
View File
@@ -21,6 +21,7 @@ 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
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
@@ -49,6 +50,17 @@ 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
@@ -161,6 +173,15 @@ 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:
@@ -368,12 +389,15 @@ func _consume_dialogue_response() -> void:
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":
@@ -462,6 +486,32 @@ 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
+13 -1
View File
@@ -11,7 +11,7 @@ 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
const PROTOCOL_VERSION: int = 17
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -427,6 +427,18 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng with the world seed (D-010, D-029).
static func encode_startup_message(world_seed: int) -> PackedByteArray:
var msg := {"world_seed": world_seed}
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"
@@ -0,0 +1 @@
uid://2p33ypi2y2kv
+8 -2
View File
@@ -4,6 +4,9 @@ extends Node2D
## Reads textures from FogState autoload, positions rect to cover viewport.
## Architecture: docs/architecture/fog-shader-spec.md
signal fog_noise_ready
var _noise_ready: bool = false
var _fog_rect: ColorRect
var _shader_mat: ShaderMaterial
@@ -36,10 +39,11 @@ 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 +72,6 @@ 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)
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@@ -1,15 +1,17 @@
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 Gaussian gradient edge (3-4 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.
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 zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073)
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 +19,99 @@ 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
// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
float sample_visibility(vec2 uv) {
vec2 t = 2.0 / map_size;
float sum = 0.0;
float weight = 0.0;
for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
float w = exp(-(dx * dx + dy * dy) / 8.0);
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
sum += texture(visibility_tex, sample_uv).r * w;
weight += w;
}
}
return sum / weight;
}
// Soft gradient on exploration boundary (5x5, sigma 1.5).
// Prevents hard tile-stepped staircase at explored/unexplored edge.
float sample_exploration(vec2 uv) {
vec2 t = 1.0 / map_size;
float sum = 0.0;
float weight = 0.0;
for (float dy = -2.0; dy <= 2.0; dy += 1.0) {
for (float dx = -2.0; dx <= 2.0; dx += 1.0) {
float w = exp(-(dx * dx + dy * dy) / 4.5);
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
sum += texture(exploration_tex, sample_uv).r * w;
weight += w;
}
}
return sum / weight;
}
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);
} 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);
// Debug mode: render raw exploration texture (bypass fog rendering).
// Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0).
} else if (debug_exploration) {
float explored_dbg = texture(exploration_tex, tex_uv).r;
if (explored_dbg > 0.9) {
COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible
} else if (explored_dbg > 0.1) {
COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored
} else {
// Layer 5: Unexplored, no maps — information zero
COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored
}
} else {
float vis_raw = texture(visibility_tex, tex_uv).r;
float vis = sample_visibility(tex_uv);
float explored_raw = texture(exploration_tex, tex_uv).r;
float explored = sample_exploration(tex_uv);
// Prevent gradient bleed into never-explored tiles (use raw, unblurred value)
if (explored_raw < 0.01 && vis_raw < 0.01) {
vis = 0.0;
}
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 (blurred to avoid staircase)
float exp_fade = smoothstep(0.0, 0.3, explored);
alpha = mix(1.0, alpha, exp_fade);
color = mix(UNEXPLORED_COLOR, color, exp_fade);
COLOR = vec4(color, alpha);
}
}
}
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@@ -0,0 +1 @@
uid://ypniv2crdp8c
+2 -2
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@@ -250,7 +250,7 @@ func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
# -- GauntletHUD Feature Tests (#496) ----------------------------------------
# Timer lifecycle, personal bests, room change, visibility.
# Spec: sprint-9/client.md #496. Ticket: db/connectors/ticket show 496.
# Spec: sprint-9/client.md #496. Ticket: tooling/db/ticket show 496.
func test_format_time_zero() -> void:
# Static utility: 0 seconds → "00:00"
@@ -476,7 +476,7 @@ func test_gauntlet_snapshot_roundtrip_via_apply() -> void:
# -- BugReportDialog Feature Tests (#495) ------------------------------------
# Pause/unpause lifecycle, wire guard, text render, state machine.
# Spec: sprint-9/client.md #495. Ticket: db/connectors/ticket show 495.
# Spec: sprint-9/client.md #495. Ticket: tooling/db/ticket show 495.
func test_bug_report_sends_pause_on_open() -> void:
# start_capture() must send Pause to the server.
+5 -3
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@@ -55,7 +55,9 @@ func test_fog_visibility_forward_tile() -> void:
func test_fog_visibility_peripheral_tile() -> void:
# P1 #4: Peripheral-sector tile writes VIS_PERIPHERAL (180) to _vis_bytes.
# P1 #4: Server simplified to forward-only (Sprint 22, #569). All visible
# tiles are now written as VIS_FORWARD regardless of visibility_sectors value.
# Peripheral sector is no longer a distinct visual state.
var fog = _get_fog_state()
if fog == null:
return
@@ -65,8 +67,8 @@ func test_fog_visibility_peripheral_tile() -> void:
GameState.visibility_sectors = {Vector2i(10, 8): "Peripheral"}
fog.update_from_state()
assert_that(fog._vis_bytes[8 * 64 + 10]).override_failure_message(
"Peripheral tile at (10,8) should be VIS_PERIPHERAL=%d" % FogState.VIS_PERIPHERAL
).is_equal(FogState.VIS_PERIPHERAL)
"All visible tiles write VIS_FORWARD after forward-only simplification"
).is_equal(FogState.VIS_FORWARD)
GameState.visible_positions.clear()
GameState.visibility_sectors.clear()
+2 -2
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@@ -10,7 +10,7 @@ extends GdUnitTestSuite
# ---------------------------------------------------------------------------
const DEBUG_SCENE_PATH: String = "res://scenes/main.tscn"
const DEBUG_SCRIPT_PATH: String = "res://scripts/ui/debug_overlay.gd"
const DEBUG_SCRIPT_PATH: String = "res://ui/debug_overlay.gd"
func _make_overlay() -> Control:
@@ -51,7 +51,7 @@ func after_test() -> void:
func test_debug_overlay_script_exists() -> void:
assert_bool(ResourceLoader.exists(DEBUG_SCRIPT_PATH)).override_failure_message(
"debug_overlay.gd must exist at res://scripts/ui/debug_overlay.gd (#348)"
"debug_overlay.gd must exist at res://ui/debug_overlay.gd (#348)"
).is_true()
@@ -0,0 +1 @@
uid://bdsgybncfyu52
@@ -0,0 +1 @@
uid://b46mtkralmq14
@@ -0,0 +1 @@
uid://bh8tiio43gveq
+238
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@@ -0,0 +1,238 @@
## Sprint 22 — Entanglement ratio configuration acceptance tests (#175, #178)
##
## Test-first stubs for the client-side surface of the world_seed feature.
## These tests will warn-and-skip until the implementation lands (Tyre, #175).
##
## Client-side acceptance criteria (#175):
## - GameState carries a world_seed field (stores the seed for this session)
## - SessionManager.new_game() generates and stores a world_seed
## - The IPC startup payload carries world_seed so the server can seed SimRng
##
## Server-side acceptance criteria (#178) are in:
## - server/src/content/entanglement.rs (Rust unit tests)
##
## Spec: D-029 (30/50/20 entanglement ratio, variable per seed), D-010 (deterministic sim)
## Tickets: #175, #178
class_name TestEntanglementSprint22
extends GdUnitTestSuite
# -- Client-side: GameState.world_seed field (#175) ---------------------------
func test_game_state_has_world_seed_field() -> void:
# #175 client-side: GameState must store the world_seed for this session.
# The seed is set by SessionManager.new_game() and read by SimBridge to
# carry it in the session startup IPC message.
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed not found — test-first stub (awaiting #175)")
return
# Field exists — verify it is numeric (int or null are both acceptable initial states)
var seed_val = GameState.get("world_seed")
assert_bool(seed_val == null or seed_val is int).override_failure_message(
"GameState.world_seed must be int or null"
).is_true()
func test_game_state_world_seed_can_be_set_and_read() -> void:
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — skipped (#175 not yet implemented)")
return
var orig = GameState.get("world_seed")
GameState.world_seed = 0xDEADBEEF
assert_int(GameState.world_seed).is_equal(0xDEADBEEF)
# Restore
GameState.world_seed = orig
func test_game_state_world_seed_default_is_null_or_zero() -> void:
# Before a session starts, world_seed should be null (no session) or 0 (unset).
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — skipped")
return
var seed_val = GameState.get("world_seed")
assert_bool(seed_val == null or seed_val == 0).override_failure_message(
"GameState.world_seed should be null or 0 before any session starts"
).is_true()
# -- Client-side: SessionManager seed generation (#175) -----------------------
func test_session_manager_exists() -> void:
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager autoload not found — skipped")
return
assert_that(sm).is_not_null()
func test_session_manager_new_game_generates_world_seed() -> void:
# #175: new_game() must generate and store world_seed in GameState.
# The seed is a non-zero u64 that will be sent to the server on startup.
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
# Call new_game() (will create a save dir — acceptable in test environment)
var orig_seed = GameState.get("world_seed")
var orig_game_id: String = GameState.current_game_id
sm.new_game()
var generated_seed = GameState.get("world_seed")
# world_seed must have been set to a non-null, non-zero value
assert_bool(generated_seed != null).override_failure_message(
"SessionManager.new_game() must set GameState.world_seed (#175)"
).is_true()
if generated_seed != null:
assert_bool(generated_seed != 0).override_failure_message(
"Generated world_seed must be non-zero"
).is_true()
# Restore state
GameState.current_game_id = orig_game_id
GameState.world_seed = orig_seed
func test_session_manager_same_game_id_has_same_seed() -> void:
# Resuming a session must restore the original world_seed (not generate a new one).
# This ensures deterministic replays work correctly (D-010).
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not sm.has_method("resume_game"):
push_warning("TestEntanglementSprint22: resume_game() missing — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
# Set a known seed and game_id, then resume — seed must not be clobbered
GameState.world_seed = 12345678
var orig_game_id: String = GameState.current_game_id
sm.resume_game("20260228-120000-abc123")
# resume_game() must NOT overwrite world_seed
assert_int(GameState.world_seed).override_failure_message(
"resume_game() must not overwrite world_seed — seed is loaded from the save, not regenerated"
).is_equal(12345678)
GameState.current_game_id = orig_game_id
# -- IPC startup message: world_seed field (#175) ----------------------------
func test_protocol_encode_startup_message_has_world_seed_field() -> void:
# #175 acceptance: startup IPC message must carry "world_seed" key.
# Verifies Protocol.encode_startup_message encodes the seed so the server
# can deserialize it as StartupMessage { world_seed: u64 }.
var seed: int = 0xDEADBEEF # 3735928559 — fits in u32, safely maps to Rust u64
var bytes: PackedByteArray = Protocol.encode_startup_message(seed)
assert_bool(bytes.size() > 0).override_failure_message(
"Protocol.encode_startup_message must return non-empty bytes"
).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).override_failure_message(
"encode_startup_message output must be valid msgpack: %s" % str(decoded.status)
).is_null()
var msg = decoded.value
assert_bool(msg is Dictionary and msg.has("world_seed")).override_failure_message(
"StartupMessage wire payload must contain 'world_seed' key, got: %s" % str(msg)
).is_true()
assert_int(msg["world_seed"]).override_failure_message(
"world_seed must round-trip through msgpack unchanged"
).is_equal(seed)
func test_protocol_encode_startup_message_zero_seed() -> void:
# Edge case: seed=0 must still encode a valid payload (world_seed: 0).
var bytes: PackedByteArray = Protocol.encode_startup_message(0)
assert_bool(bytes.size() > 0).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
assert_int(decoded.value["world_seed"]).is_equal(0)
func test_sim_bridge_can_send_world_seed_in_startup() -> void:
# #175 acceptance: "startup IPC message carries a world_seed field"
# The client must be able to include world_seed in the session startup payload.
# Test-first: verify the API exists (method or field), else warn-and-skip.
var sim_bridge = get_node_or_null("/root/SimBridge")
if sim_bridge == null:
push_warning("TestEntanglementSprint22: SimBridge not found — skipped")
return
# Option A: SimBridge has a world_seed property that is sent during startup
if "world_seed" in sim_bridge:
sim_bridge.world_seed = 99999
assert_int(sim_bridge.world_seed).is_equal(99999)
sim_bridge.world_seed = 0
return
# Option B: SimBridge has a set_world_seed() method
if sim_bridge.has_method("set_world_seed"):
# Method exists — this is the expected API
sim_bridge.set_world_seed(99999)
return
# Neither found — test-first stub
push_warning(
"TestEntanglementSprint22: SimBridge has no world_seed field or set_world_seed() — " +
"test-first stub awaiting #175 implementation"
)
# -- Protocol: world_seed flows from client to server (#175) ------------------
func test_apply_snapshot_does_not_clobber_world_seed() -> void:
# world_seed is set at session start and must persist across all subsequent snapshots.
# Snapshots must not overwrite or clear the world_seed that was set at startup.
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
GameState.world_seed = 42000
GameState.apply_snapshot({"tick": 5, "visible_tiles": []})
assert_int(GameState.world_seed).override_failure_message(
"apply_snapshot() must not clear or overwrite world_seed — seed is set once at session start"
).is_equal(42000)
GameState.world_seed = null
# -- Seed variation property (#178, informational — full test is Rust-side) ---
func test_different_seeds_produce_different_configs_informational() -> void:
# D-029: "entanglement rate varies per seed to prevent metagaming calibration"
# The definitive acceptance test for this is Rust-side (server/src/content/entanglement.rs):
# - EntanglementConfig::from_rng(seed_A) == EntanglementConfig::from_rng(seed_A) [deterministic]
# - EntanglementConfig::from_rng(seed_A) != EntanglementConfig::from_rng(seed_B) [variable, >=90%]
#
# This test only verifies the client side: world_seed is a u64 large enough to
# have sufficient entropy. A 24-bit game_id hex component alone has 16M combinations;
# the full u64 seed provides 2^64 possibilities.
#
# We verify that two calls to new_game() produce different seeds.
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
var orig_game_id: String = GameState.current_game_id
sm.new_game()
var seed_a = GameState.get("world_seed")
sm.new_game()
var seed_b = GameState.get("world_seed")
if seed_a == null or seed_b == null:
push_warning("TestEntanglementSprint22: new_game() did not set world_seed — test-first stub")
GameState.current_game_id = orig_game_id
return
# Two different sessions should produce different seeds
assert_bool(seed_a != seed_b).override_failure_message(
"Two calls to new_game() must produce different world_seeds (D-029 anti-metagaming)"
).is_true()
GameState.current_game_id = orig_game_id
@@ -0,0 +1 @@
uid://hdoafqdfr6sq
@@ -0,0 +1 @@
uid://c8e2watwphu41
+517
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@@ -0,0 +1,517 @@
## Sprint 22 — Fog system acceptance tests (#569)
##
## Validates FogState data management against the Sprint 22 acceptance criteria:
## - Explored tiles never revert to unexplored black (EXP_EXPLORED persistence)
## - Bounds grow-only invariant (explored tiles behind player stay in texture)
## - All visible tiles written as Forward (server simplified to Forward-only)
## - Exploration data survives texture resize (grow-only bounds copy)
## - Shader file present with correct fog_alpha constant
##
## Spec: D-059 (fog shader), D-015 (vision cone), D-066 (dual-scale grid, 6-8 tile gradient)
## Ticket: #569
class_name TestFogSprint22
extends GdUnitTestSuite
func _get_fog_state() -> Node:
var node = get_node_or_null("/root/FogState")
if node == null:
push_warning("TestFogSprint22: FogState autoload not found — test skipped (awaiting #569)")
return node
func before_test() -> void:
GameState.visible_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
func after_test() -> void:
GameState.visible_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
# -- Spec constants (D-059) ---------------------------------------------------
func test_exp_explored_constant_is_128() -> void:
# EXP_EXPLORED = 128 → shader reads this as ~0.502.
# smoothstep(0.0, 0.2, 0.502) = 1.0 → exp_fade fully applied.
# If EXP_EXPLORED were 0, explored tiles would render as solid unexplored black.
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_EXPLORED).override_failure_message(
"EXP_EXPLORED must be 128 — shader exp_fade requires explored value > 0.2 to avoid unexplored-black rendering"
).is_equal(128)
func test_exp_unexplored_constant_is_0() -> void:
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_UNEXPLORED).is_equal(0)
func test_exp_visible_constant_is_255() -> void:
# EXP_VISIBLE = 255 → shader reads 1.0, full art visibility (currently in LOS)
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_VISIBLE).is_equal(255)
func test_vis_forward_constant_is_255() -> void:
# D-059: VIS_FORWARD = 255 → clear vision, nearly transparent fog overlay
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.VIS_FORWARD).is_equal(255)
func test_vis_hidden_constant_is_0() -> void:
# D-059: VIS_HIDDEN = 0 → no vision, fog fully opaque
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.VIS_HIDDEN).is_equal(0)
func test_unexplored_color_spec_value() -> void:
# D-059: Unexplored = solid near-black #12141a
# Verify the hex value decodes to the expected channel values.
var c := Color("#12141a")
assert_float(c.r).is_equal_approx(18.0 / 255.0, 0.003)
assert_float(c.g).is_equal_approx(20.0 / 255.0, 0.003)
assert_float(c.b).is_equal_approx(26.0 / 255.0, 0.003)
# Sanity: it IS very dark (all channels < 0.12)
assert_float(c.r).is_less(0.12)
assert_float(c.g).is_less(0.12)
assert_float(c.b).is_less(0.12)
# -- Acceptance: explored tiles persist after leaving LOS (criterion 3) ------
func test_explored_tile_becomes_exp_explored_after_leaving_los() -> void:
# ACCEPTANCE CRITERION: "Explored tiles never revert to unexplored black"
# When tile (5,5) was in LOS (frame 1) and then leaves LOS (frame 2),
# its exploration byte must be EXP_EXPLORED (128), not EXP_UNEXPLORED (0).
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
push_warning("TestFogSprint22: update_from_state missing — skipped")
return
# Frame 1: tile (5,5) is visible
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# Frame 2: tile (5,5) leaves LOS
GameState.visible_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state()
# Internal state check: _exp_bytes[tile(5,5)] must be EXP_EXPLORED (128)
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
push_warning("TestFogSprint22: _exp_bytes not accessible — data path untestable headlessly")
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
push_warning("TestFogSprint22: _width inaccessible — data path untestable")
return
var px := 5 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: tile (5,5) out of bounds after update — check grow_bounds margin")
return
var idx := py * w + px
if idx < 0 or idx >= exp_bytes.size():
push_warning("TestFogSprint22: idx %d out of exp_bytes range %d" % [idx, exp_bytes.size()])
return
assert_int(exp_bytes[idx]).override_failure_message(
"Tile (5,5) must be EXP_EXPLORED=128 after leaving LOS — not EXP_UNEXPLORED=0 (#569 regression)"
).is_equal(fog_state.EXP_EXPLORED)
func test_explored_tile_is_exp_visible_while_in_los() -> void:
# While in LOS, tile exploration byte must be EXP_VISIBLE (255)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(3, 3): true}
GameState.visible_tiles = [{"x": 3, "y": 3, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 3 - ox
var py := 3 - oy
if px < 0 or py < 0 or px >= w:
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).is_equal(fog_state.EXP_VISIBLE)
func test_unexplored_tile_stays_exp_unexplored() -> void:
# Tile (7, 8) was never seen — must remain EXP_UNEXPLORED (0)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# See only (5, 5) — tile (7, 8) is not in LOS
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 7 - ox
var py := 8 - oy
if px < 0 or py < 0 or px >= w:
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).is_equal(fog_state.EXP_UNEXPLORED)
# -- Acceptance: bounds grow-only invariant ------------------------------------
func test_bounds_never_shrink() -> void:
# ACCEPTANCE CRITERION: "Explored tiles never revert to unexplored black"
# Requires grow-only bounds: once a tile is in the texture, it stays there.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: see (10, 10) → establishes initial bounds
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b1: Rect2i = fog_state.map_bounds
# Frame 2: see (30, 30) → bounds must expand to include both
GameState.visible_positions = {Vector2i(30, 30): true}
GameState.visible_tiles = [{"x": 30, "y": 30, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b2: Rect2i = fog_state.map_bounds
# Frame 3: back to (10, 10) → bounds must NOT shrink
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b3: Rect2i = fog_state.map_bounds
assert_bool(b2.size.x >= b1.size.x).override_failure_message(
"Bounds must grow when player moves to larger region"
).is_true()
assert_bool(b2.size.y >= b1.size.y).is_true()
assert_bool(b3.size.x >= b2.size.x).override_failure_message(
"Bounds must not shrink when player returns to previous position (grow-only invariant)"
).is_true()
assert_bool(b3.size.y >= b2.size.y).is_true()
func test_bounds_include_margin_for_gradient_bleed() -> void:
# D-066: 6-8 tile gradient at cone edge requires texture margin.
# _grow_bounds adds 8-tile margin on each side (accommodates 7x7 Gaussian
# kernel at 2-texel intervals = ±6 tile reach). After seeing (10,10),
# bounds should extend at least 4 tiles beyond the visible tile.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b: Rect2i = fog_state.map_bounds
# With 4-tile margin: bounds.position.x <= 10 - 4 = 6
assert_bool(b.position.x <= 6).override_failure_message(
"FogState bounds must include 4-tile margin for gradient bleed (D-066 gradient spec)"
).is_true()
assert_bool(b.position.y <= 6).is_true()
# -- Acceptance: Forward-only visibility (Sprint 22 server simplification) ----
func test_visible_tiles_written_as_vis_forward() -> void:
# Sprint 22: server sends only Forward tiles (Peripheral sector removed).
# FogState writes VIS_FORWARD (255) for all tiles in visible_positions.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(5, 5): true, Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
{"x": 6, "y": 5, "z": 0, "visibility": "Forward"},
]
fog_state.update_from_state()
var vis_bytes = fog_state.get("_vis_bytes")
if vis_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
for pos in [Vector2i(5, 5), Vector2i(6, 5)]:
var px := pos.x - ox
var py := pos.y - oy
if px < 0 or py < 0 or px >= w:
continue
var idx := py * w + px
if idx >= 0 and idx < vis_bytes.size():
assert_int(vis_bytes[idx]).override_failure_message(
"All visible tiles should be VIS_FORWARD=255 — server is Forward-only in Sprint 22"
).is_equal(fog_state.VIS_FORWARD)
func test_tiles_outside_los_written_as_vis_hidden() -> void:
# Tiles in bounds but not in visible_positions must be VIS_HIDDEN (0)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# (5, 7) is inside the padded bounds but not visible — must be VIS_HIDDEN
var vis_bytes = fog_state.get("_vis_bytes")
if vis_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 5 - ox
var py := 7 - oy
if px >= 0 and py >= 0 and px < w:
var idx := py * w + px
if idx >= 0 and idx < vis_bytes.size():
assert_int(vis_bytes[idx]).is_equal(fog_state.VIS_HIDDEN)
# -- Acceptance: exploration survives texture resize --------------------------
func test_exploration_data_preserved_across_bounds_growth() -> void:
# D-059: Texture resize must copy old exploration bytes into new texture.
# Without this, tiles seen before a resize appear as EXP_UNEXPLORED (black).
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: see (5, 5), then leave
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
GameState.visible_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state() # (5,5) → EXP_EXPLORED
# Frame 2: move far away — forces bounds growth (resize)
GameState.visible_positions = {Vector2i(80, 80): true}
GameState.visible_tiles = [{"x": 80, "y": 80, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# (5,5) must still be EXP_EXPLORED after the resize
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 5 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: (5,5) not in bounds after resize — is copy-on-resize working?")
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).override_failure_message(
"Exploration data at (5,5) must survive bounds growth — EXP_EXPLORED (128) expected after resize"
).is_greater_equal(fog_state.EXP_EXPLORED)
# -- Shader file checks (D-059) -----------------------------------------------
func test_fog_gdshader_exists() -> void:
assert_bool(ResourceLoader.exists("res://shaders/fog.gdshader")).override_failure_message(
"fog.gdshader must exist — fog rendering requires this shader file (#569)"
).is_true()
func test_fog_shader_defines_fog_alpha() -> void:
# D-059: explored fog overlay must be ~25-30% opacity.
# fog_alpha constant controls this. Verify the shader defines it.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — shader check skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
push_warning("TestFogSprint22: fog.gdshader is empty or unreadable")
return
assert_bool(source.contains("fog_alpha")).override_failure_message(
"fog.gdshader must define fog_alpha for the 25-30%% explored-tile overlay (D-059)"
).is_true()
func test_fog_shader_defines_smoothstep_clarity_ramp() -> void:
# D-059/D-066: smooth gradient requires a clarity ramp (smoothstep).
# The blurred visibility → clarity ramp must use smoothstep for smooth gradients.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
assert_bool(source.contains("smoothstep")).override_failure_message(
"fog.gdshader must use smoothstep for the clarity ramp — hard steps violate D-066 gradient spec"
).is_true()
func test_fog_shader_defines_unexplored_color() -> void:
# D-059: unexplored = solid near-black #12141a.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
assert_bool(source.contains("UNEXPLORED_COLOR")).override_failure_message(
"fog.gdshader must define UNEXPLORED_COLOR constant (D-059 #12141a spec)"
).is_true()
func test_fog_shader_uses_gaussian_blur_for_gradient() -> void:
# D-066: 6-8 tile soft gradient requires Gaussian blur on visibility texture.
# Current implementation: 7x7 kernel at 2-texel intervals (±6 tiles), sigma 2.0
# in kernel space = 4.0 tiles effective. At 2-sigma (8 tiles), weight drops to 0.14.
# This covers the D-066 "6-8 tile" gradient spec.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
# 7x7 Gaussian uses dy from -3 to 3
assert_bool(source.contains("sample_visibility")).override_failure_message(
"fog.gdshader must call sample_visibility() for Gaussian-blurred visibility (D-066 gradient)"
).is_true()
assert_bool(source.contains("-3.0")).override_failure_message(
"fog.gdshader sample_visibility must use 7x7 kernel (±3 tiles) for 6-tile gradient coverage (D-066)"
).is_true()
# -- Regression: GameState visible_positions (existing contract) ---------------
func test_visible_positions_derived_from_visible_tiles_in_server_mode() -> void:
# D-020: In real server mode, visible_positions derives from visible_tiles.
# Fog rendering depends on this derivation being correct.
GameState.apply_snapshot({
"tick": 10,
"visible_tiles": [
{"x": 7, "y": 7, "z": 0, "visibility": "Forward"},
{"x": 8, "y": 7, "z": 0, "visibility": "Forward"},
],
})
assert_bool(GameState.visible_positions.has(Vector2i(7, 7))).override_failure_message(
"visible_positions must be derived from visible_tiles when no explicit visible_positions key"
).is_true()
assert_bool(GameState.visible_positions.has(Vector2i(8, 7))).is_true()
func test_visibility_sectors_populated_forward_only() -> void:
# D-015: visibility_sectors must be populated from visible_tiles.
# In Forward-only mode, all sectors are "Forward".
GameState.apply_snapshot({
"tick": 11,
"visible_tiles": [
{"x": 4, "y": 4, "z": 0, "visibility": "Forward"},
],
})
assert_bool(GameState.visibility_sectors.has(Vector2i(4, 4))).is_true()
assert_str(GameState.visibility_sectors[Vector2i(4, 4)]).is_equal("Forward")
func test_visible_positions_cleared_on_new_snapshot() -> void:
# Old positions from tick N must not persist to tick N+1
GameState.apply_snapshot({
"tick": 1,
"visible_tiles": [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}],
})
assert_int(GameState.visible_positions.size()).is_equal(1)
GameState.apply_snapshot({
"tick": 2,
"visible_tiles": [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}],
})
assert_bool(GameState.visible_positions.has(Vector2i(5, 5))).override_failure_message(
"Old visible positions must be cleared when new visible_tiles arrive"
).is_false()
assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).is_true()
# -- Performance (D-059) -------------------------------------------------------
func test_fog_state_update_under_2ms_for_400_tiles() -> void:
# D-059: <1ms/frame CPU budget for fog update. Allow 2x margin for test env.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
var positions: Dictionary = {}
var tiles: Array = []
for x in range(20):
for y in range(20):
positions[Vector2i(x, y)] = true
tiles.append({"x": x, "y": y, "z": 0, "visibility": "Forward"})
GameState.visible_positions = positions
GameState.visible_tiles = tiles
var start := Time.get_ticks_usec()
fog_state.update_from_state()
var elapsed_ms := (Time.get_ticks_usec() - start) / 1000.0
assert_float(elapsed_ms).override_failure_message(
"FogState.update_from_state() must complete in <2ms for 400 tiles (spec: <1ms D-059)"
).is_less(2.0)
+1
View File
@@ -0,0 +1 @@
uid://dvt7ytxff0id
@@ -0,0 +1 @@
uid://c6lle6hfc1cf6
+1
View File
@@ -0,0 +1 @@
uid://cp6n6uo6pfnee
@@ -0,0 +1 @@
uid://cao5jf5h36img
@@ -0,0 +1 @@
uid://dm46ip672i3jc
@@ -0,0 +1,110 @@
## Sprint 21 — Save/load game flow (#257)
## Tests: LoadingScreen overlay, pending_load_path field, deferred dispatch guards.
class_name TestSaveLoadFlowSprint21
extends GdUnitTestSuite
const LOADING_SCREEN_SCENE_PATH: String = "res://ui/loading_screen.tscn"
func _make_loading_screen() -> Control:
if not ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH):
push_warning("TestSaveLoadFlowSprint21: loading_screen.tscn not found — skip")
return null
var node: Control = load(LOADING_SCREEN_SCENE_PATH).instantiate()
add_child(node)
return node
func before_test() -> void:
GameState.pending_load_path = ""
func after_test() -> void:
GameState.pending_load_path = ""
# ---------------------------------------------------------------------------
# LoadingScreen scene
# ---------------------------------------------------------------------------
func test_loading_screen_scene_exists() -> void:
assert_bool(ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH)).override_failure_message(
"LoadingScreen scene must exist at res://ui/loading_screen.tscn (#257)"
).is_true()
func test_loading_screen_hidden_on_ready() -> void:
var ls := _make_loading_screen()
if ls == null: return
assert_bool(ls.visible).override_failure_message(
"LoadingScreen must be hidden on _ready (#257)"
).is_false()
ls.queue_free()
func test_show_loading_makes_visible() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
assert_bool(ls.visible).override_failure_message(
"show_loading() must make LoadingScreen visible"
).is_true()
ls.queue_free()
func test_hide_loading_makes_invisible() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading()
assert_bool(ls.visible).override_failure_message(
"hide_loading() must hide LoadingScreen"
).is_false()
ls.queue_free()
func test_hide_loading_accepts_success_param() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading(true)
assert_bool(ls.visible).is_false()
ls.show_loading()
ls.hide_loading(false)
assert_bool(ls.visible).is_false()
ls.queue_free()
func test_hide_loading_default_param_is_true() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading() # no argument — default success=true
assert_bool(ls.visible).is_false()
ls.queue_free()
# ---------------------------------------------------------------------------
# GameState.pending_load_path field
# ---------------------------------------------------------------------------
func test_pending_load_path_default_is_empty() -> void:
GameState.pending_load_path = ""
assert_str(GameState.pending_load_path).override_failure_message(
"GameState.pending_load_path default must be empty string"
).is_empty()
func test_pending_load_path_can_be_set_and_read() -> void:
var path := "user://saves/20260225-143022-a7b3f1/quicksave.sav"
GameState.pending_load_path = path
assert_str(GameState.pending_load_path).override_failure_message(
"GameState.pending_load_path must persist the value set"
).is_equal(path)
func test_pending_load_path_can_be_cleared() -> void:
GameState.pending_load_path = "user://saves/test/quicksave.sav"
GameState.pending_load_path = ""
assert_str(GameState.pending_load_path).is_empty()

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