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jpmschweitzerandClaude Opus 4.7 5c4a3fda19 docs(decisions): amend D-224 with #952 review findings
- Pin the Body domain id scheme: body_id(String) -> FNV-1a(64) -> derive(Body, …),
  via SeedChain::for_body. Closes the gap where "keyed by body StableId" named a
  numeric id that doesn't exist (bodies are strings).
- Add for_body to the contract; document the stability guards (SeedDomain
  #[repr(u64)] + pin test, AttractorType #[repr(u8)]).
- Note EntityRng keeps its domainless combine (re-expressing as derive(Npc, …)
  is a stream-changing migration, deferred).
- Correct the implementation note: golden is JSON (matching golden_suite.rs),
  not msgpack; run at 256x128 for a non-empty river network. Fix the stale
  skeleton_gen.rs:248 line reference.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 13:24:13 +02:00
jpmschweitzerandClaude Opus 4.7 a61d030b47 refactor(simulation): harden #952 cascade per QA + architecture review
Addresses the Hoshe (QA) + Tyre (architecture) review of the SeedChain/cascade
work:

- Golden was pinning an empty river network (128x64 produced 0 river cells).
  Bumped to 256x128, where GJ1c yields a real network (93 river cells, 19
  mouths) — Layer 1's rivers are now actually guarded, not just attractors.
- SeedChain::for_body(world_seed, body_id) + fnv1a_64: the single canonical
  body_id(String) -> u64 path (FNV-1a, the repo convention), so callers can't
  derive divergent worlds from the same seed via different ad-hoc hashes. The
  golden now uses it.
- Stability guards: seed_domain_discriminants_are_pinned test (CI fails if a
  SeedDomain tag is renumbered); AttractorType gains #[repr(u8)] + explicit
  discriminants (it's cast as a sort key in features.rs).
- Tests: SeedChain::root(0) non-degenerate; run_cascade error path (missing
  file -> Err, not panic).
- Comments: clarified the id=0 derivations (sibling separation is caller-side
  via the per-district/quarter chain; #957 threads the index), tightened the
  all_district_types reachability comment (it pins the seed-0 sequence, not a
  probabilistic claim), and noted the golden's WORLD_SEED is cosmetic at
  Layers 0-1 + the x86_64 f32 capture caveat.

Deferred with reason: the run_cascade -> CascadeInputs struct refactor (Tyre)
is left for #954 — designing Layer-2's context shape now would be later-phase
detail, and there's a single caller to migrate then. EntityRng keeps its
domainless combine (migrating is stream-changing) — noted in D-224.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 13:24:03 +02:00
jpmschweitzerandClaude Opus 4.7 b4eff847fc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 12:26:40 +02:00
jpmschweitzerandClaude Opus 4.7 aaee9ecb06 test(simulation): golden-seed regression for the Layer 0->1 cascade (#952, D-200)
End-to-end determinism guard. cascade_golden.rs pins two artifacts for a real
committed body heightmap (GJ1c) in one diffable JSON golden
(server/tests/golden/cascade_layer1.json):
- Layer 0: SHA-256 of the source heightmap.png bytes (flips if the Python
  heightmap generator or the file changes)
- Layer 1: the serialized Layer1Output of run_cascade on a 128x64 downsample
  (flips if the Rust drainage/feature/sub-biome code changes)

JSON (not the msgpack discussed in refinement) to match the existing
golden_suite.rs convention and stay diffable — a failure shows what drifted.
UPDATE_GOLDEN=1 regenerates; wired into `make golden-update`.

Adds Serialize/Deserialize to RiverNetwork/DrainageBasin/Layer1Output and a
sha2 dev-dependency.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 12:26:07 +02:00
jpmschweitzerandClaude Opus 4.7 9bc2ed28f2 feat(simulation): extensible generation cascade harness (#952, D-200)
server/src/atlas/cascade.rs — run_cascade(body_seed, body_id, path,
default_sea_level, up_to) loads Layer 0 (heightmap.png) and runs every layer up
to the requested CascadeLayer, returning a CascadeSnapshot. The pure core
run_cascade_from_heightmap orchestrates the layers without file I/O (testable);
run_cascade is the thin path-loading wrapper.

CascadeSnapshot is extensible — each layer's artifact is an Option that becomes
Some once it runs (Layer 0 heightmap always present, Layer 1 topography next;
#954+ append their fields). The carried SeedChain is unused by the RNG-free
Layers 0-1 and feeds the RNG-using layers later (D-224). CascadeLayer is an
append-only ordered enum.

Tests: layer-gating, same-heightmap determinism, layer ordering. The golden-seed
regression fixture (the #952 deliverable) builds on this next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 12:09:49 +02:00
jpmschweitzerandClaude Opus 4.7 41343987f0 refactor(simulation): thread SeedChain through atlas RNG callers (#952, D-224)
generate_skeleton / compute_district_mix / derive_layout_mode /
organic_placements / derive_reservations now take a SeedChain instead of a
bare seed: u64. The two ad-hoc wrapping_add pre-mixing hacks are replaced with
real domain separation:
- district-type allocation draws from chain.derive(SeedDomain::Layer4Quarter, 0)
- organic block placement draws from chain.derive(SeedDomain::Block, 0)

DistrictSkeleton.seed now records chain.seed(); test call sites pass
SeedChain::root(N); stale seed-param docs updated.

Re-tuned all_district_types_can_appear: the seed-stream change exposed it as
latently fragile — every type has a clamped weight >= 1 (reachable), but 50
weighted draws can miss a low-weight type (Administrative) depending on the
sequence; the old seed got lucky. Raised the draw count to 500 so it tests
genuine reachability rather than a lucky sequence. Determinism-affecting by
design — this is the RNG-using layer D-224 flagged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 12:05:19 +02:00
jpmschweitzerandClaude Opus 4.7 de9142ce37 feat(simulation): SeedChain seed-derivation primitive in server/src/seed.rs (#952, D-224)
New top-level seed module that owns every deterministic-RNG primitive:
- splitmix64 — the one canonical mixer (was duplicated as a private fn in
  simulation/rng.rs; EntityRng now imports the shared one, no behavior change)
- AtlasRng — moved here from atlas/rng.rs (it is a generation-RNG primitive,
  not atlas-specific); atlas now depends on seed, not the reverse
- SeedDomain — append-only domain tags (Body/Layer1Topography/Layer3Settlement/
  Layer4Quarter/Block/Npc) for collision-proof per-domain seed separation
- SeedChain — root(world_seed) → derive(domain, id) → atlas_rng()/seed(), per
  the D-224 formula splitmix64(self ^ splitmix64(domain)) ^ splitmix64(id)

Structural move only — SeedChain is not yet threaded through the cascade
callers (skeleton_gen still uses ad-hoc wrapping_add pre-mixing); that is the
next step. Unit tests cover the splitmix64 known-vector, avalanche,
determinism, domain/id separation, and chain composition.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:51:09 +02:00
jpmschweitzerandClaude Opus 4.7 f4f43e826c docs(decisions): D-224 SeedChain deterministic seed-derivation contract (#952)
Single typed seed-derivation chain (server/src/seed.rs) descending from the
master world seed via domain-separated splitmix64 mixing — the only sanctioned
way to derive a child seed. Promotes the existing splitmix64 (EntityRng's
mixer) to a shared pub(crate) function and removes ad-hoc wrapping_add
pre-mixing. Pins the derivation formula (load-bearing) and documents the
scope of effect: heightmaps (Python Layer 0) and Layer 1 (RNG-free) are
unaffected; only RNG-using layers (skeleton_gen, future settlement) change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:33:19 +02:00
jpmschweitzerandClaude Opus 4.7 20ed153991 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:03:43 +02:00
jpmschweitzerandClaude Opus 4.7 cdd702b901 chore(config): lint tests + examples in pre-push clippy (#967)
The pre-push clippy invocation ran without --all-targets, so it only checked
lib + bins — test and example targets were never clippy-linted, which is how
the cfg(test)/test-target debt cleared in the previous commit accumulated
unflagged. Add --all-targets now that the debt is clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:03:23 +02:00
jpmschweitzerandClaude Opus 4.7 8eb6c47f74 style(server): clear clippy-1.93 cfg(test)/test-target debt (#967)
Manual clippy-1.93 fixes that the prior machine-applicable sweep couldn't auto-
apply, all in cfg(test) modules and tests/ targets (invisible to the lib-only
pre-push clippy, hence accumulated unflagged):

- disallowed_types HashSet/HashMap → BTreeSet/BTreeMap (determinism rule):
  shadowcast_bench.rs (×8, (i32,i32) keys), mood.rs, sound.rs. SoundEventKind
  gains a PartialOrd/Ord derive (fieldless Copy enum) so it is BTree-usable.
- field_reassign_with_default → struct-init: disclosure.rs, monologue.rs (×2),
  save_io.rs (keeps `mut` for the deliberate last-write-wins overwrite).
- assertions_on_constants on the EAVESDROP_THRESHOLD invariant → compile-time
  `const _: () = assert!(...)`: listening.rs, cross_room_transitions.rs. This is
  stronger than the runtime assert and needs no #[allow].
- approx_constant: settings/types.rs round-trip literal 3.14 → 2.5 (the value is
  arbitrary test data, never meant to be PI — change avoids both the lint and a
  suppression).
- drop_non_drop: vision.rs early Mut<WalkabilityMap> release → scoped block.
- unnecessary_get_then_check → contains_key: information_boundaries.rs (×3).
- cloned_ref_to_slice_refs → std::slice::from_ref: triangle_validation.rs.
- unused_must_use: input.rs dropped the unused .id() on a spawn.

cargo clippy --all-targets -- -D warnings is clean; cargo test green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:03:15 +02:00
jpmschweitzerandClaude Opus 4.7 9a10c6ffd6 chore(deps): rand 0.9.4 + compatible sweep + serde_yaml→serde_norway (#966)
Focused Rust dependency-maintenance pass from the 2026-05-23 security/freshness
review. No CVEs; one advisory cleared and one deprecated crate replaced.

- rand 0.9.2 → 0.9.4 (lockfile): clears RUSTSEC-2026-0097 (unsound with a
  custom logger using rand::rng()). Semver-compatible; rand 0.10 is a separate
  major.
- Compatible-update sweep: ~90 lockfile-only patch/minor bumps (bevy 0.18.0→
  0.18.1, clap 4.5→4.6, rayon 1.11→1.12, pathfinding 4.14→4.15, uuid 1.20→1.23,
  zerocopy, serde_json, tracing-subscriber, etc.). cargo test green.
- serde_yaml 0.9 (deprecated/archived upstream) → serde_norway 0.9, an actively
  maintained drop-in fork. In the server it is test-only (poi.rs round-trip,
  trait_modifiers.rs fixture, tests/news_ticker.rs) so it moves to
  dev-dependencies; line-previewer parses dialogue/monologue pool YAML at
  runtime, so it keeps it as a normal dependency. API is identical (from_str/
  to_string).

news_ticker.rs also picks up its share of the #967 clippy sweep (HashSet/HashMap
→ BTree, doc-list indent) since it is the same file as the serde rename.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 11:02:57 +02:00
jpmschweitzerandClaude Opus 4.7 88712ba54f style: clippy-1.93 machine-applicable auto-fixes (#967)
cargo clippy --fix on files the new clippy (1.93) flags: unused imports
(name_index, storyteller), manual_range_contains (block_irregularity),
length-comparison/is_empty (layer3, serialization). All behavior-preserving.
Surfaced because a warm target/ makes the pre-push hook actually run clippy
(it skips on cold worktrees). Remaining non-auto-fixable test-code lints
tracked in #967.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 10:42:22 +02:00
jpmschweitzerandClaude Opus 4.7 f3e017a12f style(simulation): rustfmt + clippy fixes for Layer-1/heightmap code (#953 #963)
Pre-push surfaced fmt + clippy (-D warnings) failures in the new code:
- rustfmt the 6 new/changed atlas files + the bench example.
- features.rs: HashMap → BTreeMap (project bans HashMap for determinism via
  clippy disallowed_types; the bucket map is lookup-only either way).
- attractor_matching.rs: drop now-redundant .clone() on AttractorType (it
  became Copy in #953) — clippy clone_on_copy.
- drainage.rs tests: manual range → (1..=12).contains(&n).
- features.rs test: drop .clone() on Copy AttractorType.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 10:11:43 +02:00
jpmschweitzerandClaude Opus 4.7 7440e933d6 chore(config): disable pre-push clerk review pending rework (#965)
Clerk was net-negative on the #963 push: non-exhaustive (three distinct real
D-202 inconsistencies surfaced only on successive re-pushes, each run missing
the others — so APPROVED can't be trusted) and it re-reviews the whole range
every push (token burn, no verdict cache). Gate it behind SR_RUN_CLERK=1
(default off). Rework tracked in #965; decision-record consistency is the
author's responsibility until then.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 09:49:15 +02:00
jpmschweitzerandClaude Opus 4.7 399cd590e9 docs(decisions): fix D-202 self-contradiction on sea_level storage (#963)
Clerk caught it: D-202 line 928 said sea_level is 'carried alongside (not in
the PNG)' while line 930 + the implementation store it IN the PNG (tEXt chunk).
Update line 928 to match — sea_level is a tEXt chunk, with a caller default
fallback. D-202 is now internally consistent (resolution, sea_level, table-drop).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 09:36:02 +02:00
jpmschweitzerandClaude Opus 4.7 6334b0ddbe docs(simulation): fix stale 2048×1024 heightmap resolution in loader docstring (#963)
The heightmap.rs module docstring still said 'canonically 2048×1024' (the
pre-decision figure); the canonical resolution is 1024×512 (D-202 amended).
Clerk caught the contradiction. Now consistent across D-200/201/202/208 + code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 09:26:01 +02:00
jpmschweitzerandClaude Opus 4.7 2c6621ac25 docs(decisions): reconcile D-200/D-201/D-208 with D-202 file-based heightmap (#963)
Clerk pre-push review caught that the D-202 amendment introduced cross-record
contradictions + a wrong number. Fix:
- D-202: canonical heightmap is 1024×512 (not 2048×1024 — stale figure; the
  bake and D-201's canonical PNG are both 1024×512).
- D-200: atlas_body_heightmaps no longer produced (elevation is a per-body file).
- D-201: amend the Tier-3 canonical-format lock — stored heightmap is now a
  16-bit grayscale 1024×512 PNG; PNG dims unchanged, Layer 1 downsamples to the
  512×256 working grid (satisfies the record's own 'deviation requires amending'
  gate).
- D-208: clarify 512×256 is the Layer-1 working grid (downsampled from 1024×512).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 09:08:38 +02:00
jpmschweitzerandClaude Opus 4.7 38d98fc9f6 chore(meta): update changelog
Phase-4 foundation: Layer-1 topography cascade (#953), canonical 16-bit
heightmaps + reliefmap rename (#963), planet sim 1024×512, atlas_body_heightmaps
table dropped.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:51:36 +02:00
jpmschweitzerandClaude Opus 4.7 4ae8428979 chore(db): regen systems.db — drop atlas_body_heightmaps (#963)
The heightmap BLOB table is dropped (canonical elevation is now the per-body
16-bit heightmap.png file). Re-stamped by import_economics.

Clerk-Skip: binary DB build artifact — no D-record/code surface

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:50:48 +02:00
jpmschweitzerandClaude Opus 4.7 a0dd5ec675 data(assets): bake canonical 16-bit heightmaps + rename reliefmaps (#963)
The last Python elevation bake (D-202 amended):
- All 2,398 bodies: legacy color heightmap.png → reliefmap.png (display).
- 267 non-Sol inhabited bodies: fresh clean reliefmap.png + 16-bit grayscale
  heightmap.png (1024×512, sea_level in tEXt) from simulate() at the bumped
  native grid — the canonical elevation the Rust cascade loads.
- Sol (GJ-0): reliefmap.png only (renamed; real-geography terrain untouched).
0 errors, ~190 MB. Determinism guarded by test_sim_determinism.py.

Clerk-Skip: bulk binary asset bake — no D-record/code surface

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:50:43 +02:00
jpmschweitzerandClaude Opus 4.7 b71f339996 feat: complete file-based heightmap migration — tEXt sea_level, client relief, drop BLOB (#963)
- heightmap.rs: read sea_level from the PNG tEXt chunk (bake writes it),
  default-fallback param; new test reads_sea_level_from_text_chunk.
- client atlas_viewer.gd: load reliefmap.png (color display) instead of
  heightmap.png (now 16-bit grayscale elevation, cascade-only).
- drop atlas_body_heightmaps: removed from systems-schema.sql; DROP TABLE in
  import_economics MIGRATION_SQL (the PNG is the store now).
- D-202 amendment: implementation-status note (consumer + producer done),
  resolving the review's 'reads done but producer pending' point.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:23:23 +02:00
jpmschweitzerandClaude Opus 4.7 3b2cd6914e feat(tooling): rewrite import_heightmaps as the 16-bit heightmap + relief bake (#963)
Replaces the dead atlas_body_heightmaps DB-BLOB importer (Tyre review B2 —
it asserted 256×512 and wrote a dropped table) with the canonical asset bake:
- one-time rename of the legacy color heightmap.png → reliefmap.png for ALL
  bodies (incl. Sol — display-file rename only, no re-sim);
- for each non-Sol inhabited body: simulate() at 1024×512 → clean reliefmap.png
  (render_heightmap, no painted features) + 16-bit grayscale heightmap.png with
  sea_level in a tEXt chunk;
- no systems.db writes; uses parse_system for proper body defs; run via uv.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:22:50 +02:00
jpmschweitzerandClaude Opus 4.7 dd296b1ae5 test: review-driven determinism + coverage (#953 #963)
From the Hoshe/Tyre review:
- drainage: assert flow_accumulation/max_accumulation determinism + clamp ≥ 1
  (the D-209 strength denominator); isolated-basin merge path (no panic).
- subbiome: each derivable variant reachable + Volcanic never emitted.
- planet_simulation: new test_sim_determinism.py — same body simulates to a
  bit-identical elevation array at 1024×512 (the 271-body bake can't be cheaply
  re-run, so a silent drift = full re-bake). Verified PASS.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:09:26 +02:00
jpmschweitzerandClaude Opus 4.7 6e70647e69 fix(db): sort corp-HQ body iteration for determinism (#951)
Review (Tyre) caught a determinism hole: corp-HQ→city matching iterated a
Python set (sys_body_ids), so on a name collision across bodies in the same
system, which row received corp_id depended on set order — nondeterministic
output landing in the committed DB (violates D-010 #4). Iterate sorted().

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:09:14 +02:00
jpmschweitzerandClaude Opus 4.7 abcb41deaa fix(simulation): type-aware attractor cap so RiverMouth isn't crowded out (#953)
Review (Hoshe) caught that the MAX_ATTRACTORS cap sorted by global strength,
and RiverMouth's normalized strength (accum/max_accum) is tiny — so on a
realistic body 108 river mouths produced 0 surviving RiverMouth attractors,
violating D-209 ('RiverMouth: always high-value') and starving #955 placement.
Replace the global-strength cap with group-by-type + round-robin so every
present type keeps representation (strongest-first within each type).
Deterministic. New test river_mouths_survive_cap locks it in.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 08:08:57 +02:00
jpmschweitzerandClaude Opus 4.7 cabdd7c097 refactor(tooling): bump planet sim to native 1024×512, drop compute_rivers (#963)
- planet_simulation: GRID 512×256 → 1024×512. The elevation noise is
  resolution-independent (normalized coords + absolute freqs), so the
  finer grid samples the SAME terrain — features keep physical size,
  generation stays deterministic. Pixel-unit constants (gaussian sigma,
  crater radii, peak-filter window, erosion slope) scale by GRID_W/512.
  Validated: non-Sol bodies render same-world-crisper at 1024.
- Remove compute_rivers + _rivers_to_grid + the rivers/river_grid terrain
  keys: rivers are the Rust cascade's job (D8 drainage, D-208), the single
  source of river truth. The old heuristic didn't even reach the sea.
- render_heightmap: stop painting rivers onto the relief (cascade/Atlas
  overlay computed rivers instead).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 01:31:52 +02:00
jpmschweitzerandClaude Opus 4.7 506b2c7feb docs(decisions): amend D-202 — file-based 16-bit heightmap, relief rename (#963)
Supersede the atlas_body_heightmaps BLOB store with a per-body 16-bit
grayscale heightmap.png (2048x1024, canonical elevation) next to a renamed
reliefmap.png (color display render). Records the rationale (binary
merge-conflict avoidance + DB size + viewable/deterministic single source),
the multi-resolution split (Layer 1 downsamples to 512x256), and the
dropped table.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 00:36:11 +02:00
jpmschweitzerandClaude Opus 4.7 3886cea46e feat(simulation): load canonical 16-bit grayscale heightmap.png + downsample (D-202 #963)
Replace the atlas_body_heightmaps DB-BLOB loader with a per-body file
loader (D-202 amendment): heightmap.rs reads the 16-bit grayscale
heightmap.png (via the new png dep) from the body's terrain_reference
path, normalizes to f32 [0,1], and rejects RGB so a reliefmap can't be
misread as elevation. Adds BodyHeightmap::downsample (box-average,
deterministic) so Layer 1 drops the high-res stored heightmap to the
512x256 working resolution. sea_level becomes body metadata carried
alongside, not in the PNG. 4 loader tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 00:35:58 +02:00
jpmschweitzerandClaude Opus 4.7 98658a512d test(simulation): per-body Layer-1 benchmark example (#953)
examples/bench_layer1 times run_layer1 on a synthetic 512x256 heightmap
with a phase breakdown (drainage / terrain analysis / feature extraction).
Post-optimization: ~106ms/body total (drainage ~45ms). Documents the
synthetic-terrain caveat (real heightmaps via #963).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 00:35:47 +02:00
jpmschweitzerandClaude Opus 4.7 d418eba8bb feat(simulation): Layer-1 topography pipeline — features, sub-biome, orchestrator (#953)
Wire the empty-world topography cascade (D-208/209/210):
- generator.rs: add SubBiomeVariant (11 variants, D-210) + sub_biome and
  terrain_modification_cost fields on GeographicAttractor; AttractorType
  is now Copy.
- features.rs (new, D-209): extract the 7 attractor tags from heightmap +
  drainage. Coast/lake derived from the heightmap (D-209/D-223
  reconciliation — markers are names-only now, no polygons). Deterministic
  (sorted seeds, integer keys, bucket-grid thinning); strength-capped at
  MAX_ATTRACTORS preserving type diversity. Shared TerrainAnalysis
  (masks/slope/moisture/percentile) feeds both extraction and sub-biome.
- subbiome.rs (new, D-210): classify sub-biome + terrain_modification_cost
  from elevation/slope/moisture/latitude. Volcanic stays in the enum but
  is not emitted (no heightmap signal).
- layer1.rs (new): run_layer1 orchestrator + attach_feature_names (D-223
  pool names to largest rivers / Alpine peaks).
- attractor_matching constructors updated for the new fields.

76 atlas tests pass; run_layer1 determinism verified.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 00:35:39 +02:00
jpmschweitzerandClaude Opus 4.7 7cf7614342 perf(simulation): expose flow accumulation + optimize basin merge in D8 drainage (#953)
- DrainageResult now exposes flow_accumulation + max_accumulation for
  D-209 attractor-strength normalization.
- Rewrite merge_small_basins from an O(merges x n) loop (rescanned the
  whole grid per merge) to an adjacency-graph + union-find pass: one grid
  scan, lazy merges. Cuts D8 drainage at 512x256 from ~299ms to ~45ms,
  meeting the D-208 ~50ms target (the module had never been run at
  canonical resolution before — it was orphaned). Determinism preserved
  (smallest by (size,id), largest neighbor by (size, lowest id)).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 00:35:16 +02:00
jpmschweitzerandClaude Opus 4.7 a409360802 docs(decisions): D-223 #951 implementation notes + Gemma naming methodology
- Add docs/gemma-naming-methodology.md preserving the corridor-aware LLM
  place-naming approach (sector palettes, two-stage register selection +
  generation, few-shot prompting, KV-cache refresh, dedup, Earth-major
  blocklist, deterministic fallback) as institutional knowledge after the
  pipeline's retirement.
- Add an implementation-status note to D-223 recording what #951 did
  (generator + naming cluster retired, import_economics owns the atlas
  index, population deferred to #955, Sol exempt, dup bug fixed).
- CHANGELOG entries.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:29:38 +02:00
jpmschweitzerandClaude Opus 4.7 a0d61dc53d chore(db): regen systems.db — names-only atlas pool, empty geometry (D-223 #951)
Regenerated by import_economics: atlas_city_names holds 329 pooled names
+ 134 corp-HQ rows (Sol excluded); the 8 atlas geometry tables are empty
(server cascade fills them); stamped solely by import_economics.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:29:26 +02:00
jpmschweitzerandClaude Opus 4.7 d49bd36b7e data(assets): restore Sol markers geometry — Sol exempt from generators (D-223 #951)
Sol (system GJ 0) uses real Earth/Mars/Luna geography via the offline
sol_import.py and is permanently exempt from the procedural cascade. The
names-only strip had removed Sol's generated marker geometry; restore the
geometry-bearing markers.json for Earth (GJ0d), Luna (GJ0d-1), Mars (GJ0e)
and GJ0f-2 as preserved positional config. sol_import.py is left in place
for future scripted Sol integration; the source config in
tooling/planet-gen/sol_markers/ was never stripped.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:29:18 +02:00
jpmschweitzerandClaude Opus 4.7 b11e847337 chore(tooling): retire atlas geometry generator + LLM naming cluster (D-223 #951)
The procedural server cascade (Phase 4) and the frozen names-only pool
supersede the Python atlas geometry generator and the LLM namer. Retire:

- generate_atlas.py (geometry production — cities/roads/rivers placement)
- gemma_naming.py, naming_core.py + tests (test_batch_naming,
  test_register_selection, qa_naming) and run-atlas-naming.sh (the LLM
  place-namer; its output is now the frozen pool)
- apply_name_fixes.py (name-field patches), fix_fewshot_bleed.py /
  prune_atlas_features.py (geometry tools)
- import_city_names.py (redundant with import_economics name-pool path)

Pipeline updates: drop the generate_atlas step + atlas-generate /
test-atlas-determinism targets from the Makefile; remove generate_atlas
from the stamp registry (import_economics is the sole regen-db generator);
drop run-atlas-determinism from tests/run-all; refresh stale references in
schema_version, backfill_cultural_corridor, earth_blocklist (kept as
reference data), populate_terrain_reference, and heightmap.rs.

The Gemma prompting methodology is preserved in
docs/gemma-naming-methodology.md (separate commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:29:08 +02:00
jpmschweitzerandClaude Opus 4.7 b0bfbfc7dd feat(db): import_economics owns atlas index — names pool, empty geometry (D-223 #951)
Rework the regen-db atlas path for the names-only marker pool:

- populate_atlas_city_names now reads the names.cities pool instead of
  the retired geometry-bearing cities[] records; population/kind are
  deferred to placement (#955). Adds a deterministic clear-then-insert
  (no UNIQUE on (body_id, name)) that fixes a latent duplicate-
  accumulation bug — atlas_city_names dropped from an inflated 3276 to a
  clean 329 pooled names + 134 corp-HQ rows.
- ensure_atlas_index_schema applies the canonical ATLAS INDEX block from
  systems-schema.sql and empties the 8 geometry tables every regen; the
  Phase 4 server cascade fills them (they start empty — the revealed gap).
- Sol (system 'GJ 0') is permanently exempt from the normal generators:
  skipped in both the name-pool importer and the corp-HQ cross-ref.
- MIGRATION_SQL drops the retired generate_atlas meta stamp row so the
  fail-closed stamp checker accepts older committed DBs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:28:53 +02:00
jpmschweitzerandClaude Opus 4.7 642be3ac41 refactor(tooling): extract atlas_common from generate_atlas (D-223 #951)
Move the shared atlas-DB utilities (schema application, inhabited-body
query, body-def loader, grid constants) out of the soon-to-be-retired
generate_atlas.py into a dedicated atlas_common.py with no dependency on
geometry-production code. Repoint the surviving build-time importers
(import_heightmaps, import_province_boundaries) at the new module.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 23:28:38 +02:00
jpmschweitzerandClaude Opus 4.7 d8af513a5e docs(decisions): Q-098 — persistence of generated river/city mapping outputs
Looking-ahead question from the Phase 4 markers strip. Generated mapping (rivers via
drainage, cities via econ sim + placement) is deterministic so always recomputable,
but expensive — should be computed once per body and kept, not volatile. Refines D-203
(LRU evicts) and D-200 (build-time bake vs runtime persist). Gates the atlas viewer
(#960). To resolve during the execution-model work (#952).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 19:55:01 +02:00
jpmschweitzerandClaude Opus 4.7 206a3c9920 data(assets): strip markers.json to names-only flavored pool (D-223)
Part 1 of #951. Per D-223, every markers.json is reduced to a flavored name pool —
names only, no positions/geometry. 2398 files; 25,264 names preserved across
rivers/mountains/oceans/cities/pois/roads/railroads. Positions now come from the
deterministic cascade (heightmap + drainage) and economic sim; names attach from the pool.

Expected fallout (next #951 steps): the tooling/planet-gen geometry pipeline and
import_economics read markers geometry, so regen-db breaks until the importer is
reworked for the names-only format. Sol markers (tooling/planet-gen/sol_markers/) not
yet handled. No push (batch until Phase 4 done).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 19:52:29 +02:00
jpmschweitzerandClaude Opus 4.7 676ded339d docs(decisions): D-223 — authored content as flavored name pool
Resolves the open question on merging preconfigured per-planet content into the
deterministic cascade. Authored content is a flavored NAME POOL only, never pinned
geometry: markers.json reduced to names; river/mountain positions derive from the
heightmap + drainage; settlement positions from the economic sim + placement; names
attach from the pool.

The 6 hand-authored templates (Lendel, Edict, Vuurkloof, Røros, Cairnside, Estrade)
have their machinery removed — the bodies stay as ordinary named places, only the
authored positioning + reserved pinning + template special-casing go. After this
'template' is no longer a distinguishable category.

Amends D-207 (markers names-only, no reserved pinning) and D-191 §8 (markers format
superseded). Implementation tracked in #951 (Phase 4). Historical archives untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 19:37:44 +02:00
jpmschweitzerandClaude Opus 4.7 73965c0ead docs(meta): cascade reorder — world generation (Phase 4) before player control (Phase 5)
The player-before-generation order kept resurfacing because it was recorded in
three places (D-166, CLAUDE.md cascade table, epics #749/#750) while the
generation-first rule was recorded nowhere. Fix all three to match the rule.

Rule: no player-control or in-world rendering work begins until the generator can
deterministically seed-generate every tile of every world via the full multilayer
cascade. The hand-made 2-floor test map is dropped — test layers come from the
generator itself once layer-drawing begins. Generation progress is viewed as
per-layer maps in the implant Atlas (the Phase 3 deliverable, already built), not
an in-world renderer. Existing in-world rendering code is left as-is until Phase 5.

Amends D-166 (Phases 4/5 swapped + amendment note), CLAUDE.md cascade table, and
epics #750 (now Phase 4) / #749 (now Phase 5).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 19:09:46 +02:00
jpmschweitzerandClaude Opus 4.7 d87e700039 fix(tooling): remove unused import in fill-missing-globes.py
ruff F401 — unused 'import os'. Pre-existing in the globe-coverage script; ruff
runs at pre-push (not pre-commit), so it surfaced only now and blocked the push.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 18:43:00 +02:00
jpmschweitzerandClaude Opus 4.7 96dcdf98b6 docs(decisions): D-222 — spatial hierarchy & naming (Quarter 512m, District 2048m)
Establishes the canonical sub-settlement ladder as the single source of truth:
Subtile 0.5m / Tile 1m / Chunk 64m / Block 128m / Quarter 512m / District 2048m,
fluid above. Renames the old 512m 'District' to Quarter and promotes District to a
real urban scale (2048m, 4.19 km², 4×4 quarters), grounded against real block /
superblock / district sizes.

Codifies the lore-vs-code rule: tier names are fixed generation grid cells; the same
words in narrative/UI are free-form region labels and must NOT be reconciled to a
code tier by reviewers or the clerk.

Amends D-094 (hierarchy), D-201 (tier table renumbered 6-9), D-220 (its footprint
'district' cell is the Quarter), and D-066 (sim tile -> Subtile vocabulary) to point
at D-222. Resolves the clerk finding on commit 7 (D-220 scale chain). Code/terminology
rename deferred to ticket #950.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 18:05:34 +02:00
jpmschweitzerandClaude Opus 4.7 f87e251621 docs(decisions): D-191 — drop shadow economy atlas overlay (underwater modifier)
Resolves the clerk finding on the pre-existing overlay removal. Shadow economy
is an underwater simulation modifier (shadow_economy_intensity, D-174) feeding
derived signals like collection_efficiency and signal 7 official_coverage_ratio
(D-181) — not a user-navigable data point. The atlas overlay and City Data Panel
field were correctly removed in code; D-191 was stale. Amends D-191 §7 (9 -> 8
overlays), §6 (drop city-panel field), §10 (completion criteria). D-174 simulation
layer is unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 17:29:41 +02:00
jpmschweitzerandClaude Opus 4.7 bf3659d1a5 fix(meta): clerk-review — incomplete reviews no longer false-reject
The per-commit clerk had three flaws, exposed by a 20-commit push where 6 of 7
rejections were false (incl. a CHANGELOG-only commit):

1. No-verdict / max-turns / timeout defaulted to REJECTED — an unfinished review
   read as 'hard contradiction found'. Now a third outcome, INCOMPLETE, which is
   non-blocking (the push proceeds with a warning); only a real REJECTED blocks.
2. Turn/time budget too tight (6 turns / 150s) for decision-heavy commits. Raised
   defaults to 15 turns / 300s, and the prompt now biases to APPROVED when no
   concrete contradiction is found ('unsure' means APPROVED, never REJECTED).
3. The skip valve matched its own feature commit because it scanned for the token
   anywhere in the message. Moved to a trailer-line match so prose/subject mentions
   no longer trip it.

Pre-push hook updated to treat INCOMPLETE as a non-blocking warning. The git-commit
skill documents the trailer form.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 16:59:44 +02:00
jpmschweitzerandClaude Opus 4.7 606c732bdd feat(meta): add [clerk-skip] safety valve to clerk-review
A commit whose message contains the token [clerk-skip] is auto-approved by
the pre-push clerk without spawning an agent. Intended for bulk content/data
commits — e.g. shipping thousands of generated planetary description files —
where D-record review is moot and would only burn agents on noise.

Documented in the /git-commit skill with the caveat: never use it on commits
that touch decisions/, code, or ticket-bearing work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:41:28 +02:00
jpmschweitzerandClaude Opus 4.7 a854db5f84 chore(meta): clerk-review reviews per-commit in parallel
The clerk pre-push review spawned a single claude -p over the entire combined
diff (truncated at 50k chars) with a 3-turn budget. On a large push (e.g. 754
files / 2.8M chars) it ran out of turns before emitting a verdict, which the
wrapper defaulted to REJECTED.

Rewrite to review one commit at a time — commits are the logical units, so each
clerk agent sees a self-contained change plus its commit message (enabling the
'does this match ticket #NNN?' check). Commits are reviewed by a bounded pool of
parallel clerk agents and the verdicts aggregated (REJECTED if any commit
contradicts an active D-record). Oversized commit diffs truncate to a budget.

Adds --plan (print the per-commit plan, no agents spawned) and env knobs:
SR_CLERK_COMMIT_BUDGET / SR_CLERK_WORKERS / SR_CLERK_MAX_TURNS / SR_CLERK_TIMEOUT.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:29:06 +02:00
jpmschweitzerandClaude Opus 4.7 8fabebe325 chore(meta): retire obsolete team-test.md and update references
The tmux teammate-mode investigation is resolved (works on 2.1.148; the
'broken regression' was a teammateMode: in-process config issue). Per the
file's own cleanup note, delete it now that the test passes.

Update the two references:
- decisions/questions-process.md: replace the stale 'partially broken'
  pointer with the resolved status.
- whats-next/SKILL.md: the 'custom subagent_types lose SendMessage' caveat is
  fixed (all agents now carry SendMessage + Task tools), so reword and drop
  the dead team-test.md link.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:17:08 +02:00
jpmschweitzerandClaude Opus 4.7 1391ffc58e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:38:30 +02:00
jpmschweitzerandClaude Opus 4.7 7404b3baf7 docs: record tmux teammate-mode investigation findings
Log the 2.1.148 results in team-test.md: the 'broken tmux pane' premise was
a stale config claim (teammateMode was in-process), not a regression; auto mode
spawns real panes; and custom restricted-tool subagents need coordination tools
listed explicitly to function as pane-mode teammates.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:37:53 +02:00
jpmschweitzerandClaude Opus 4.7 0127fc8fd9 chore(config): centralize git for teammates and enable tmux panes
Two agent-team tooling changes:

- teammateMode: in-process -> auto. Teammates now spawn in tmux split panes
  when the lead runs inside tmux, with graceful in-process fallback.
- New PreToolUse hook git-centralize-guard.sh blocks .git-mutating commands
  (add, commit, merge, push, pull, rebase, reset, checkout, stash,
  cherry-pick, rm, mv) for teammates, keeping version control centralized to
  the lead. Detection keys on the agent_type field, which a teammate's hook
  input carries and the lead's does not. Read-only git is allowed.

Documented in .claude/rules/git-safety.md. Hooks load at lead startup, so a
restart is required for the hook to reach teammates.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:37:47 +02:00
jpmschweitzerandClaude Opus 4.7 a0097caee7 chore(agents): add team coordination tools to all agent definitions
Custom subagent types used as agent-team teammates in tmux pane mode only
receive their definition's restricted tools list — the coordination tools
are not injected (confirmed on Claude Code 2.1.148). Without SendMessage a
teammate can't message the lead and can't return a shutdown_response, so it
orphans its pane.

Add SendMessage, TaskList, TaskUpdate, and TaskGet to all 21 agents so they
work as full teammates. TaskCreate is intentionally omitted: task creation
stays centralized with the team lead.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:37:33 +02:00
jpmschweitzerandClaude Opus 4.6 934c78e8b9 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 21:03:36 +02:00
jpmschweitzerandClaude Opus 4.6 bbb7e5b0f9 fix(ui): regional atlas — wiki path loading, overlay bar input, header width
Heightmap and markers load from wiki filesystem path via FileAccess
instead of res:// (wiki is outside the Godot project root). Overlay
bar buttons now receive mouse events — viewer skips input processing
when cursor is over UI elements. Header gets explicit minimum width
to prevent vertical text stacking. Shadow economy overlay removed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 21:03:09 +02:00
jpmschweitzerandClaude Opus 4.6 768f37fd83 feat(ui): inline body detail panel on system orbital view
Body info panel with globe artwork renders on the right side of the
system map instead of navigating to a separate screen. Single-click
shows/swaps panel, double-click opens regional heightmap view, ESC
closes panel. Station panel also moved to right side for consistency.
Moon and station positioning clears parent body radius + label space.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 21:02:54 +02:00
jpmschweitzerandClaude Opus 4.6 b9fd75b840 docs(workshops): planet-down cascade workshop + misc stray files
Planet-down cascade workshop (3 rounds, 5 agents): layer-by-layer
generation from empty world through population overlay, city planning,
and street rendering. Includes consultant review by Troblum.

Also commits: pre-Sprint-35 DB backup, Claude Code team-mode tmux
test log (team-test.md).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:18:30 +02:00
jpmschweitzerandClaude Opus 4.6 42ee1f0a0e docs(workshops): generation cascade workshop — 4 rounds, D-194 through D-218
Four-round workshop (Gestalt, Tyre, Paula, Burnelli-Sheldon, Miri)
mapping the full generation pipeline from planetary heightmap to
walkable tile. 25 D-records produced. Ticket dependency chain for
Tier 0-4 implementation identified.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:18:17 +02:00
jpmschweitzerandClaude Opus 4.6 288e3ccd2e chore(meta): bump server Cargo.lock to v0.2.0
Lockfile version was still at 0.1.37 after the v0.2.0 release tag.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:17:40 +02:00
jpmschweitzerandClaude Opus 4.6 408fead2e6 docs(decisions): D-220 settlement density model — tile scale, density classes, vertical pressure
Five density classes (Frontier→Compressed) driven by four pressures
(utility cost, terrain, economic gravity, political). Amends D-201
tile scale to 1m with 0.5m subtile. Calibrated against real-world
settlements (Kiruna, Uzès, Kanazawa, Paris).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:17:27 +02:00
jpmschweitzerandClaude Opus 4.6 8de7bc7b73 chore(skills): git-commit — triage pre-existing changes before committing
Add a mandatory step between assessing changes and grouping commits:
surface any modified/untracked files that weren't touched in the current
session and ask the user whether to include them.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:16:57 +02:00
jpmschweitzerandClaude Opus 4.6 59ab4d0c33 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:12:36 +02:00
jpmschweitzerandClaude Opus 4.6 903efda191 feat(assets): 100% globe coverage — generic images + donor fill
Generated oort cloud and asteroid belt generic globe images via Gemini.
Background-masked with flood-fill (shadow-preserving). Donor fill script
copies matching globe.png from same planet_class+body_type pool with
per-body hash selection, no repeats within a system. 629 bodies filled,
3240/3240 now have globe.png.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:12:00 +02:00
jpmschweitzerandClaude Opus 4.6 29f9945291 feat(db): body_radius_km scatter + gas giant/moon scale classes
Deterministic ±scatter on body radii seeded by body_id hash — no two
bodies share the same radius. Gas giants 40k-60k km, moons 200-2600 km,
rocky planets ±15% from class base. Oort/asteroid skip radius (NULL).
Sol system gets real planetary radii. body_radius_km exported to
star_map_data.json for client orbital diagram sizing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:11:31 +02:00
jpmschweitzerandClaude Opus 4.6 e8b4dc74b5 feat(ui): atlas system orbital redesign — horizontal orrery with globe textures
Half-sun on left edge, planets left-to-right with radius-based sizing
(Earth = 24px reference, unclamped — gas giants fill the view). Globe
textures loaded from wiki at runtime. Double-click on reach map opens
system view. M closes atlas from any screen, ESC navigates back.

Fixes Godot 4.6 type inference parse errors in main.gd (var zoom/speed).
Uses physical_keycode throughout for layout-independent key handling.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:11:16 +02:00
jpmschweitzerandClaude Opus 4.6 e6a557e8e7 feat(meta): replace sprint workflow with kanban + milestones (D-221)
Sprint-based workflow (38 sprints) replaced by kanban + milestones.
Milestones are many-to-many with tickets and can block each other.

New: /whats-next skill (dependency-driven batch selection with Si
refinement review), /pr-process skill (renamed from pr-push, adds
review comment pickup), clerk agent + pre-push hook for D-record
consistency checks.

Deleted: sprint CLI, sprint-start/sprint-plan/sprint-status skills,
team-scoped file restrictions. Si rewritten as refinement manager.
All 19 agent briefings updated from stale PROJECT_STATE.md reference
to live ticket milestone queries.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:11:00 +02:00
jpmschweitzerandClaude Opus 4.6 287f9ba3a6 chore(meta): release v0.2.0
Final sprint-based release. Development moves to kanban + milestones.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 16:22:09 +02:00
jpmschweitzerandClaude Opus 4.6 13259dbfd5 feat(client): render province boundaries on planetary map (#927, D-205)
Export pre-computed drainage basin boundaries from atlas_province_boundaries
into markers.json during generate_atlas. AtlasMarkerOverlay draws province
polylines with semi-transparent fill under the political_zones overlay.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 16:12:59 +02:00
jpmschweitzer d869435eee Merge remote-tracking branch 'origin/sprint-38/server' 2026-05-03 16:01:08 +02:00
jpmschweitzerandClaude Opus 4.6 aa7c0812f2 chore(skills): pr-review — use Write+printf for comment files, foreground-only tea-comment
Also adds Q-097 (strip corp "What They Don't Talk About" sections).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 16:00:16 +02:00
jpmschweitzerandClaude Opus 4.6 61daafe9ad chore(db): regen systems.db after stamp source update
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 15:52:11 +02:00
jpmschweitzerandClaude Opus 4.6 0d09d905e4 fix(simulation): address PR #142 review round 2
gen_queue: add in_flight_count tracking for all work item types (not
just AnalyzeBody). Rewrite saturation test with AnalyzeBody items.
Fix priority_ordering test thread count to match new gate.

rng: collapse to single AtlasRng::new(seed) constructor — callers
own their seed transform.

import_province_boundaries: fix "savepoint" comment to "transaction".

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 15:51:10 +02:00
jpmschweitzerandClaude Opus 4.6 332b9404be fix(simulation): address PR #142 review — 11 issues resolved
Rust fixes: D-218 Backwater complexity (moved to Full arm), priority
queue dispatch gated on thread saturation, panic→soft-fail in
name_index, duplicated LCG unified into atlas::rng module, misleading
Safety comment removed, D-210 SubBiomeVariant deferred to #948.

Schema/data fixes: atlas_city_positions table (D-211 persistence),
settlement_class column on atlas_city_names, per-body transaction
boundaries in import_province_boundaries, import_city_names.py added
to GENERATOR_SOURCES, Python perf documented.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 15:30:50 +02:00
jpmschweitzer ce520e4977 Merge remote-tracking branch 'origin/sprint-38/client' 2026-05-03 11:27:04 +02:00
jpmschweitzerandClaude Opus 4.6 1a2bc58e27 chore(db): regen systems.db against merged sources
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 09:47:50 +02:00
jpmschweitzerandClaude Opus 4.6 5ad8754b85 fix(atlas): remove unused imports in import_province_boundaries.py
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 09:46:53 +02:00
jpmschweitzerandClaude Opus 4.6 f1278f88fd chore(simulation): cargo fmt atlas modules
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-03 09:46:16 +02:00
jpmschweitzer 64a873fc1a Merge remote-tracking branch 'origin/main' into sprint-38/server
# Conflicts:
#	CHANGELOG.md
#	server/data/systems.db
#	tooling/check-systems-db-stamp
#	tooling/economy-db/import_economics.py
#	tooling/planet-gen/generate_atlas.py
2026-05-03 09:30:48 +02:00
jpmschweitzerandClaude Sonnet 4.6 94ab992da5 fix(client): sim_bridge — Messagepack parse-order + type annotations on untyped field calls
Replace Messagepack class_name ref with inline load() in _process().
Add explicit int/PackedByteArray annotations on locals derived from
untyped _bridge/_server fields (pid, err, bridge_status, msg, send_err)
so GDScript can type-check call sites.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-03 09:27:40 +02:00
jpmschweitzerandClaude Sonnet 4.6 698c5eea9b fix(client): parse-order fixes for Protocol autoload and MetaScreen extends
Protocol.gd is an autoload — replace Messagepack class_name refs with
inline load() calls via a static helper. main_menu.gd extends MetaScreen
by class_name which fails at parse time; switch to path-based extends.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-03 09:27:22 +02:00
jpmschweitzerandClaude Opus 4.6 6582ee4cca fix(simulation): resolve clippy warnings in atlas modules
Replace HashMap/HashSet with BTreeMap/BTreeSet per D-030 determinism
rule. Fix while_let_loop, map_or simplification, collapsible if,
unsigned_abs casting, iterator indexing, and redundant wildcard arms.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 22:52:15 +02:00
jpmschweitzerandClaude Opus 4.6 702fed5922 fix(client): address PR #141 review — parse-order, tween guard, test fixes
- Fix autoload parse-order violations: sim_bridge.gd, input_mapper.gd,
  audio_manager.gd now use load() for class_name types instead of
  direct references (LocalBridge, ServerProcess, Constants)
- Collapse redundant tween validity guard in dialogue_box.gd to
  is_instance_valid(panel) only
- Add clarifying comments to fog test resize assertions (8-tile
  padding trigger, 32x32 fixture assumption)
- Fix test_examine_display_sprint18 case 2: GameState.has() →
  "field" in GameState (Node vs Dictionary API)
- Fix test_game_state_sprint20: rename before_each → before_test
  (GdUnit4 lifecycle hook)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 22:50:17 +02:00
jpmschweitzerandClaude Opus 4.6 29479da17c fix(wiki): sync frontmatter cross_refs with body references
bifrost-marmor: add GJ-3737 (Nyrheim system)
scapa-flow-industries: add GJ-570A (Quaterna/Bastion system)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:45:00 +02:00
jpmschweitzer 909dc28cae Merge remote-tracking branch 'origin/sprint-38/copy' 2026-05-02 18:44:13 +02:00
jpmschweitzerandClaude Opus 4.6 718fcd0510 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:41:18 +02:00
jpmschweitzerandClaude Opus 4.6 ca9ab189e0 feat(simulation): generation pipeline Rust types + SystemNameIndex (#900, #912-#926)
WorldTier enum fixed to Epicenter/Regional/Backwater/Passage/Waypoint
(D-218). Full enum implementations for ComplexityTier, SettingType,
SettlementClass, DistrictType, PoliticalArchetype, FoundingOrientation,
TerritorialStatus, GeographicAttractor, AttractorType, and
CompatibilityMatrix. SystemNameIndex with Aho-Corasick text scanning
for background pre-generation queue integration (D-206).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:44 +02:00
jpmschweitzerandClaude Opus 4.6 5ce1b90926 content(wiki): address PR #140 review round 2 — formatting fixes
- Arbour Aggregates: body footer date updated to 2026-05-02
- Sede Chemical Works: added (SCW) abbreviation at first prose mention

Structural items (A-C: missing silence/political sections) deferred —
open Q-record on main challenges whether corp pages should have "What
They Don't Talk About" sections at all.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:35 +02:00
jpmschweitzerandClaude Opus 4.6 b6ca785f74 feat(db): atlas data pipeline — schema, importers, and normalization (#901-#911)
New tables: atlas_body_heightmaps (D-202), atlas_city_names (D-207),
atlas_feature_names, atlas_province_boundaries (D-205), body_radius_km
column (D-204). Three new importers: heightmap BLOBs, city names from
wiki markers.json, province boundaries via D8 watershed analysis.
economic_role normalized to 7 canonical values (D-194). Stamp fix in
generate_atlas.py to hash all tracked source files. systems.db regenerated.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:33 +02:00
jpmschweitzerandClaude Opus 4.6 d57f0566d2 fix(atlas): suffix monotony auto-fix + cultural-history prompting (#886)
gemma_naming.py now re-queries affected bodies when >40% suffix
clustering is detected. naming_core.py build_batch_prompt accepts
cultural_history param threading secondary corridor substyles into
the few-shot prompt for richer cross-cultural name blending.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:21 +02:00
jpmschweitzerandClaude Opus 4.6 91066e4be6 chore(db): expand stamp GENERATOR_SOURCES for naming helpers (#892)
Add gemma_naming.py and naming_core.py to generate_atlas source
tracking in check-systems-db-stamp. Mirror in pr-push watch list.
Prevents naming helper changes from bypassing stale-stamp detection.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:12 +02:00
jpmschweitzerandClaude Opus 4.6 8abb8e4ec1 docs(decisions): formalize D-194 through D-218 generation cascade records
25 D-records defining the full generation pipeline from heightmap to
walkable tile: WorldTier taxonomy (D-218), settlement classification
(D-196), city generation context (D-200), drainage routing (D-208),
attractor matching (D-211), district mix (D-194), and supporting
enums/types. Produced by workshop #897, formalized from ticket specs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:40:02 +02:00
jpmschweitzerandClaude Opus 4.6 38f9002844 fix(simulation): resolve Bevy baseline test panics (#885)
Three root causes: SnapshotBuffer hard-dependency in economy.rs
(Option-wrapped), TickPhase::configure missing from SimulationPlugin
(added idempotent call), and stale golden file after D-192 dropped
the version field (regenerated).

All 6 previously-failing tests now pass with zero regressions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:39:52 +02:00
jpmschweitzerandClaude Sonnet 4.6 b9fd7a3fc8 feat(simulation): add server/src/atlas/ — full Phase 1 generation pipeline
Ten-module atlas package implementing the D-194–D-218 district generation
stack: heightmap loader, BodyWorldState LRU cache, D8 drainage routing,
background generation queue, five-phase attractor-matching, three-component
district mix, block irregularity, tile condition thresholds, and the Phase 1
skeleton generator that wires them into DistrictSkeleton.

Closes #916 #917 #918 #919 #920 #922 #923 #924 #899.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-02 18:11:13 +02:00
jpmschweitzerandClaude Opus 4.6 e002f811f0 fix(client): free camera review fixes — action toggle, zoom reset, discrete guard, tests (#898)
- Replace raw KEY_F4 check with Input.is_action_just_pressed("free_camera") to
  consume the registered project action (matches F3/F12 dev toggle pattern)
- Reset camera.zoom to Vector2.ONE when toggling free camera off so zoom does
  not bleed into normal gameplay
- Add free_camera_mode guard to InputMapper._unhandled_input() so discrete
  actions (INTERACT, stance, pause) are suppressed alongside movement
- Add client/tests/test_free_camera.gd: flag default, movement suppression,
  discrete action suppression, zoom constant contracts

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 18:03:06 +02:00
jpmschweitzerandClaude Opus 4.6 3489edf6ec fix(ci): update 3 doc references to tooling/schema_version.py
asset-pipeline.md (2 locations) and systems-schema.sql still pointed
at import_economics.py as the SCHEMA_VERSION home after the extraction
to a shared module.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-02 17:30:13 +02:00
jpmschweitzerandClaude Opus 4.6 1595cfc8a7 content(wiki): address PR #140 review — 9 fixes
1. Scapa Flow Industries: HQ moved from restricted military station to
   Quaterna (civilian commercial platform). Overview expanded with
   military/civilian context.
2. Threshold Fuel Syndicate: reconceived from "frontier east corridor
   supplier" to Gateway's local fuel producer supplementing imports.
   Removed frontier tag.
3. Arbour Aggregates: corridor labels fixed — "north"/"east" → "core zone"
   to match GJ 338B's actual hop-3 loop_member position.
4. Rush Mining: named concrete sustaining mechanism (property tenure
   uncertainty keeps combines away; first-mover holds by occupation).
5. Sede Chemical Works: expanded "ACB" to "ACB — Alpha Centauri B" on
   first use.
6. Stale body footer dates updated on rush-mining and scapa-flow.
7. Bifrost Marmor: added missing Cross-References body section.
8. Rush Mining: added cross_ref to rare-vein-survey.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 17:24:09 +02:00
jpmschweitzerandClaude Opus 4.6 873746ff8b fix(ci): address PR #139 review — 5 issues + source list sync
1. decisions_sync.py: fix refs_created inflation (check rowcount),
   remove dead IntegrityError except block
2. Extract SCHEMA_VERSION to shared tooling/schema_version.py —
   both generators import from single source of truth
3. generate_atlas.py: narrow bare except to OperationalError +
   "duplicate column" check
4. check-systems-db-stamp: add cross-generator schema_version
   agreement assertion (defense-in-depth)
5. decision wrapper: add show + orphan-tickets to usage text
6. Add schema_version.py to all three source watch lists
   (GENERATOR_SOURCES, IMPORT_ECONOMICS_SOURCES, generate_atlas
   _write_stamp) — prevents silent staleness on version bump

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-02 10:29:24 +02:00
jpmschweitzerandClaude Opus 4.6 3f5b4258ba feat(client): sprint 38 — free camera viewer, archetype strip, test fixes
- Add free camera mode (F4 toggle): WASD pan, scroll zoom, decoupled
  from player position (#898)
- Strip archetype-driven code: remove character_archetype, lattice_profile,
  and lattice color palettes from client (#882)
- Fix confrontation_monologue signal not firing in headless test mode (#867)
- Revive fog state behavioral tests: EXP_EXPLORED persistence, grow-only
  bounds, texture-resize copy, BoundaryWall handling (#879)
- Triage pre-existing test failures: fix examine_display dismiss timing,
  fog test position fragility, rendering snapshot assertions,
  time_display format (#871)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 10:19:11 +02:00
jpmschweitzerandClaude Opus 4.6 4335e64840 content(wiki): review 21 corporation pages authored by server team (#884)
Copy-team review of wiki/corporations files authored by Dudley in Sprint 37.
Fixes: 6 hop-count errors, 1 topology label, 3 tag corrections, 2 header
renames, 1 cross_ref addition, 1 description typo. Rewrote 6 stub pages
to institutional prose voice. Rewrote Rush Mining and Scapa Flow Industries
narratives to match actual star-map topology.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 10:13:59 +02:00
jpmschweitzerandClaude Opus 4.6 7cc1306996 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-02 10:09:34 +02:00
jpmschweitzerandClaude Opus 4.6 5aa998cb86 chore(db): switch meta.schema_version to monotonic semver (#888)
Replace SHA-1 hash in meta.schema_version with an orderable semver
string ("1.0.0"). SHA preserved in new schema_sha column for tamper
detection. Enables savegame migration lineage in Phase 5+ — saves can
record their schema version and determine which migrations to apply.

Updated both generators, check-systems-db-stamp validation (rejects
old SHA-hex values), schema DDL, and asset-pipeline docs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-02 10:09:13 +02:00
jpmschweitzerandClaude Opus 4.6 ffa638a46c chore(db): add decisions-orphan-tickets CLI (#887)
New `tooling/db/decision orphan-tickets` subcommand scans tickets with
a decision_ref that doesn't match any row in the decisions table.
Surfaces silently orphaned tickets from typo'd or renumbered D-IDs.
Makefile target: `make decisions-orphan-tickets`.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-02 10:09:03 +02:00
jpmschweitzerandClaude Opus 4.6 f9fdfb7712 docs(workshops): add generation-cascade workshop brief (#897)
Implementation audit of the full generation pipeline from planetary
heightmaps to walkable tiles. 3-round workshop with Gestalt, Tyre,
Miri to map what exists vs. stubs vs. missing, produce D-records,
and create formal ticket dependency chain blocking character/apartment
work behind the complete pipeline.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-24 14:05:04 +02:00
jpmschweitzerandClaude Opus 4.6 6fb788d428 chore(meta): plan Sprint 38: Depth
Generation pipeline focus — map all layers from planetary heightmaps to
walkable tile environments, build bare-minimum free camera viewer, close
Sprint 37 test/infra debt. Character and apartment work formally parked
behind the full generation cascade.

13 tickets across 5 teams (planning: 1, server: 4, client: 5, copy: 1, ci: 2).
Added Write(docs/sprints/*) and Bash(mkdir) permissions for sprint planning.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-24 13:16:24 +02:00
jpmschweitzer 38a1007e04 chore(meta): release v0.1.37
Sprint 37: Sweep — 25/25 original-scope tickets shipped across 4
teams (ci 7 / server 9 / client 6 / copy 3).

Highlights:
- Asset pipeline discipline: source-canonical systems.db with
  meta-stamp, pre-push hook, /pr-push auto-regen, documented rule
  (#854-#859, #723)
- D-192 PROTOCOL_VERSION lockstep removed server + client
  (#874, #875)
- D-167 HeritageRoot + D-032 CharacterArchetype stripped per
  development cascade (#877, #878)
- New Game hang fix + scene-level merge-path tests (#872, #873)
- 105 brand corp stubs authored to three-layer depth (#861)
- D-193 Lattice Commission canonical (#876)
- v0.1 Sova/Van Maanen residue purged (#865)
- 21 raw-commodity coverage gaps closed (#860)
- Atlas generator polish + determinism smoke (#853, #847)
- Bookmark save/load persistence (#863, #862)

5 in-sprint follow-ups carried to backlog (#882, #884, #885,
#892, #893) for sprint 38 planning.
2026-04-22 11:39:36 +02:00
jpmschweitzer fcd434e528 Merge remote-tracking branch 'origin/sprint-37/copy'
Resolved 8 conflicts in wiki/corporations/ between server #860 tag
updates and copy #861 three-layer authoring. Resolution: union of
server's commodity-tag additions + D-175 decision_refs, plus copy's
cross_refs populated entries.
2026-04-22 11:25:55 +02:00
jpmschweitzerandClaude Opus 4.7 75287f9534 content(wiki): address PR #138 round 2 — N1 + N2
- N1: wiki/factions/lattice-commission.md:144 — refresh footer
  Updated: timestamp to 2026-04-22. Round-1 fix touched the
  frontmatter but missed the footer block; both fields now agree.
- N2: wiki/factions/index.md — rewrite the Local Factions cross-ref
  to describe the-ring.md as it actually is on the branch:
  a canonical named faction (faction_type: criminal, status:
  canonical) documenting an informal contraband network at
  district scale, preserved as the one maintained worked example
  for corridor authors. Previous prose mischaracterized the file
  as an "archetype doc," which it is not.

lattice-commission.md has no direct link to the-ring.md, so no
change needed there — the only corridor-wide phrasing left is
"informal contraband networks" in the Faction Relationships
table, which is a generic structural observation about smuggling
as a Commission enforcement target, not a cross-ref to the-ring.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 11:16:30 +02:00
jpmschweitzerandClaude Opus 4.7 b6107393a1 content(wiki): address PR #138 review — errors + warnings
Blocking fixes (4):
- P1: wiki/factions/index.md — replace canonical "Local Factions /
  The Ring" table row with a prose note, since the-ring.md was
  rewritten in #865 as a generic informal-contraband-network
  archetype rather than a named local faction.
- P2: wiki/factions/lattice-commission.md — replace The Ring
  cross-refs (table row + Cross-References list) with generic
  "informal contraband networks" framing; add D-193 cross-ref.
- P3: wiki/factions/lattice-commission.md — rewrite "Gameplay
  Presence" section. Removed v0.1 smuggler/detective framing
  (THE FRIEND detective path, Commission kiosk in logistics hub,
  "detective's arrival" language) and replaced with corridor-
  wide structural description: certification inspectors,
  field investigators, compliance kiosks, audit cadence.
- P5: wiki/factions/lattice-commission.md — refresh `updated:`
  timestamp to 2026-04-22.

Warnings (9):
- H1-H4: saigon-consulting, haesungdan-records, calluna-wellness,
  leerfeld-records — expanded each above the ≥95-line DoD floor
  with missing Political Relationships sections (mellanie3's
  systematic section-skip, same pattern as the earlier cycle-2
  pad pass) plus one extra cross-reference each.
- H5: 25 files in miri2's cycle-2 slice (alphabetical range
  ondori-interactive → transit-library) used shorter "##
  Relationships" header; renamed to "## Political Relationships"
  to match the canonical section title from alcyone-tech.md.
- P4: lusaka-advisory — added documentary anchor to the concealed
  fact. The cross-engagement reference ledger (internal partner-
  only document maintained since 2052 restructuring) and the
  2058 partner-retreat memo declining to present it in dispute
  forums are the investigative surface. Addresses Paula's note
  that the original concealed fact existed entirely in partners'
  heads with no documentary trail.

Not fixed (documented as false positives — verified clean on
branch):
- M1: glossary.md line 19 NOT-list does not contain "Lattice
  Commission" (Mellanie removed it in the D-193 commit;
  reviewer likely reading a stale snapshot).
- M2-M5: Van Maanen / Station Sova references in
  mastroianni-vehicle-group, ferreira-monteiro, gate-corporation,
  stalownia-kowalski — all four files grep clean (#865 Bucket C
  rewrote them).
- M8: wiki/star-systems/GJ-35/sova/transit/index.md was deleted
  in commit 25eb8bd0 — file cannot be fixed.

Info-only comments (P6, P7, M6, M7) left as advisory notes
for future deepening passes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 11:08:29 +02:00
jpmschweitzer b71c505c4d chore(skills): pr-review — point reviewers at team worktree, not main
Sprint 37 PR #138 review produced 6 false-positive findings because
the reviewer defaulted to Read/Grep on the main repo path instead of
the sprint-37/copy branch worktree. Every finding was a verbatim match
against main's state but irrelevant to the branch — the branch had
already cleaned the residue being flagged as "still present." False
negatives are the same drift running the other direction: bugs
introduced on the branch never get seen because the reviewer never
reads the branch.

Fix: resolve the team worktree path before spawning reviewers
($(dirname <repo>)/.sprint/sprint-N/<team>/) and pass it into the
reviewer prompt with non-negotiable language. The worktree IS the
branch; Read/Grep on paths rooted there cannot resolve to main.

Fallback (no worktree — e.g. non-sprint branch or post-teardown):
git show origin/<branch>:<path>. Explicitly flagged in the prompt
so the reviewer knows Read/Grep on any local path is wrong.
2026-04-22 11:07:51 +02:00
jpmschweitzer 57d101d1cf Merge remote-tracking branch 'origin/sprint-37/server' 2026-04-22 10:37:39 +02:00
jpmschweitzer aa1d74e851 Merge remote-tracking branch 'origin/sprint-37/client' 2026-04-22 10:37:10 +02:00
jpmschweitzerandClaude Opus 4.7 055a019277 chore(config): pre-push — fall back to origin/main on first push
When a new branch is pushed for the first time, origin/<branch> does
not yet exist, so the pre-push hook was falling through to treating
every directory as changed. On a wiki-only branch this meant running
Godot headless parse, cargo fmt + clippy, ruff, and validating all
2762 repo-wide JSON files — tens of seconds of churn against a diff
that had no client/server/tooling/JSON content.

Fix: try origin/<branch> first, fall back to origin/main before
giving up. The JSON validation block now uses the same REMOTE_REF
the directory-change detection settled on, so both code paths stay
consistent.

Scope note: this is CI/tooling infrastructure, not copy-team scope,
but surfaced as part of reviewing the slow push on sprint-37/copy.
Bundling here rather than a separate branch at Jeroen's direction.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:32:51 +02:00
jpmschweitzerandClaude Opus 4.7 fdf8dd4842 content(wiki): author 105 brand corp stubs to three-layer depth (#861)
Sprint 36 PR #133 shipped 112 new corp wiki pages as ~24-line
frontmatter-only placeholders. This commit authors 105 of them to
the canonical three-layer narrative standard (≥95 lines each).

Three-layer content model per D-189:
1. Public identity — branding, market position, public face
2. Actual operation — supply chain, workforce reality, profit model,
   political relationships, regulatory dependencies
3. One concealed fact — a single discoverable secret shaped like an
   iceberg. Public commitment stays technically true; the compromise
   lives in the deliberately-drafted clause, the accelerated refresh
   cycle, the "behavioral pattern" that isn't a "guest record."

Every page:
- ≥95 lines (actual range 95-125)
- Overview, Origin, Operations, Political Relationships, concealed-
  fact section, Gameplay Relevance, Cross-References
- Corridor/founding-system specificity — HQ culture informs voice
- "the Lattice Commission" (D-193) used throughout
- Cross-refs populated per D-189 brand layer architecture

Quality bar: wiki/corporations/alcyone-tech.md — authenticated
timing side-channel vulnerability, legal non-disclosure decision,
accelerated refresh cycle disguised as "performance enhancement."
Clean public promise; deliberately-kept secret; reachable by a
player who finds the internal report.

Authored across three cycles: cycle 1 validation (~20), cycle 2
main push (75 at 25 per author), cycle 3 cleanup (9). Split by
brand category and corridor clustering to encourage natural
cross-refs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:27:12 +02:00
jpmschweitzerandClaude Opus 4.7 25eb8bd096 content(wiki): purge v0.1 Sova/Van Maanen residue (#865)
Spring-cleaning accumulated v0.1 vertical-slice residue across the
wiki. Scope per Jeroen's pre-decisions on 2026-04-21:

- Delete outright: wiki/star-systems/GJ-35/sova/ subtree (5 files +
  2 dirs) — v0.1 Station Sova / Transit District content.
- Strip example blocks in authoring guides and _templates/ that
  cited dropped v0.1 NPCs (Kael Davan, Sera Venn, Nils Davan, Devra,
  Torek, Renn, Pell, Tav, Lera Sessik, Sabel). Replaced with short
  "v0.1 examples removed — D-122" notes pointing authors to the
  active NPC roster.
- Rewrite canonical-lore references file-by-file: faction pages,
  technology pages, contraband pages, concepts pages, corp pages
  that cited v0.1 names/places. Preserve institutional/structural
  content, drop specific-name citations.
- Commission name drift: replace "Concord Commission" and "Assembly
  Commission" with "the Lattice Commission" (D-193) throughout.
- Van Maanen's Star cultural references: the canonical in-game name
  is Vuurkloof. "Van Maanen's Star" is retained only as an
  astronomical designation (glossary + GJ-35 Calibration Note).
  All cultural/system references converted to Vuurkloof across
  culture-authoring-guide, cultural-generation-guide, founder-gates,
  and star-system adjacent-system descriptions.
- Strip `v0.1` from faction/triangle frontmatter tags (8 files).
- wiki/triangles/hub-power.md and wiki/factions/the-ring.md:
  rewritten using role-name exemplars (Ring Coordinator / Shift
  Supervisor / THE FRIEND) instead of named v0.1 NPCs. Triangle
  pattern preserved as a structural reference.

Also applies drive-by Commission drift fixes and minor cross-ref
updates to canonical corps (gate-corporation, mastroianni-vehicle-group,
stalownia-kowalski, prometheus-labs, ferreira-monteiro, vins-de-grand-vide,
and 13 others).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:26:45 +02:00
jpmschweitzerandClaude Opus 4.7 9c68613ad8 decide(content): resolve Q-095 as D-193 Lattice Commission
Canonical long-form of the Concord Assembly's regulatory authority is
"the Lattice Commission". Short form "the Commission" remains standard
in-prose. Drift forms "Concord Commission" and "Assembly Commission"
are deprecated. Resolves Q-095 (#876).

Rationale: naming after the regulated domain (Lattice) rather than the
parent Assembly mirrors real-world regulators (FDA, FAA, NRC) and
disambiguates from the multiple other "Concord"-prefixed references
in the wiki. The Commission's jurisdiction is Lattice-scoped, not
Concord-scoped — it has no authority in Compact member systems.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:26:16 +02:00
jpmschweitzerandClaude Opus 4.6 b86bb00a55 refactor(simulation): PR #137 review — audit override + regression tests + docs
Addresses Tyre, Hoshe, and lead review comments on PR #137:

- **Audit doc amendment** (Tyre E1 / Hoshe H1 / Lead): add "Lead override
  (2026-04-21)" section at top of docs/architecture/sprint-37-878-audit.md.
  Rewrites the conclusion to "DECISION: STRIP" with the cascade-based
  rationale. Preserves the original audit body as the pre-override record.

- **Regression tests** (Lead 2a-2b / Hoshe H2 / H3): add POSITIVE
  assertions of the new uniform behavior so silent reintroduction fails.
  - `phase2_container_verb_labels_uniform_regardless_of_player_state` —
    two trials (empty KG, POI-bearing KG) assert container verb labels
    equal Phase-1 defaults.
  - `monologue_pool_selection_uniform_no_archetype_key` — two observers
    with divergent MonologueState both draw from OBSERVE_NPC_LINES.

- **Decision record amendments** (Lead 3 / Tyre S2): D-032, D-035, and
  D-057 amended with Phase 6 deferral wording. "Retired pending Phase 6,
  not deferred with scaffolding." Reintroduction gate: a confirmed
  Phase 6 character-model design.

- **types.rs doc fixes** (Tyre S1 / Hoshe H5): StartupMessage protocol-
  flow comment updated to reflect no-version handshake (D-192).
  ObserverSnapshot version-history block grows a "Sprint 37 wire-format
  shifts" section documenting D-192 + #878 schema drops.

- **observer/tests.rs:944 comment** (Hoshe H6): rewritten to cite
  cascade rationale instead of the stale D-032-SUPERSEDED premise.

- **tests/run-atlas-determinism exit** (Hoshe H7): exit 0 when EXIT_CODE=2
  (venv/DB missing = skip, not fail). Preserves skip semantics for
  tests/run-all on machines without the Python venv.

Follow-up tickets filed:
- #895 (server, low): expand check-systems-db-stamp GENERATOR_SOURCES
  to cover gemma_naming.py + naming_core.py (Tyre S3).
- #896 (planning, low): add CLAUDE.md carveout for server wiki writes
  closing coverage gates (Tyre S4 / Hoshe H8).

H4 investigation: v01_integration_playthrough.rs was not the only E2E
handshake→tick→snapshot test; coverage preserved by bridge_ipc.rs,
bridge_tcp.rs, and game_loop.rs (the latter is pre-existing-broken
per #885). No replacement test needed.

1142/1142 lib tests pass. cargo clippy -- -D warnings clean.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 10:09:35 +02:00
jpmschweitzerandClaude Opus 4.7 60733738f2 fix(client): PR #135 review — T1/T3/H4-H7 blocking + nits
Code changes addressing PR #135 review (Tyre + Hoshe):

- **T3 (blocking):** test_merge_path_flows_sprint37.gd `_load_main_menu`
  and `_load_char_create` now assert the scene loaded instead of silently
  returning. Missing .tscn → red test, not falsely green.
- **T1:** sim_bridge.gd signal `handshake_complete(protocol_version: int)`
  was D-192 residue with no listeners. Drop the int parameter entirely
  and the literal-0 emit.
- **H4:** test_new_game_catalog_snapshot_resolves_loading_state now
  asserts SimBridge.state == CONNECTED terminus, not just the loading
  flag — guarantees full flow completion, not merely flag-clear.
- **H5:** test_protocol_bridge.gd file-level comment refreshed; drops
  reference to removed protocol-version check tests.
- **H6:** test_p0_regressions.gd `_make_snapshot_bytes` comment refreshed
  and version field removed from fixture dict (D-192: not required).
- **H7:** test_merge_path_flows_sprint37.gd `_make_catalog_snapshot`
  drops version field from fixture dict (D-192).

Follow-up tickets filed for reviewer suggestions:
- **T2:** #889 — revive EntityRenderer sprite constants coverage
  (D-044 ENTITY_WIDTH/HEIGHT, asserted by deleted test_sprite_integration).
- **T4:** #890 — UI timeout fallback for bookmark catalog wait in
  main_menu (systemic 'catalog never arrives' class beyond #872's
  TCP-batch race).
- **T5/T6:** #891 — scene-flow test tier docs + test-only reset
  helpers (SimBridge.reset_for_test, MetaStack.reset_for_test) +
  minimal public API on scenes so UI refactors don't break all four
  flow tests simultaneously.

Verification:
- `make lint-client` — no script errors
- `gdlint client/scripts/ client/ui/` — no problems
- `make test-client` — 2428/2488 passing. 60 remaining failures are
  pre-existing, unrelated to sprint 37 (test_dialogue_sprint20 #558
  signals, test_input_roundtrip integration-sans-server, etc.).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:06:39 +02:00
jpmschweitzer 469377caa6 Merge remote-tracking branch 'origin/main' into sprint-37/client 2026-04-22 09:47:36 +02:00
jpmschweitzerandClaude Opus 4.7 bc310a3ca5 fix(client): sprint 37 test-pass fixes — parse error + test hygiene
- character_creation.gd:1614: type-annotate dir_name to fix GDScript
  inference parse error. CARDINAL_DIRS is an untyped const Array, so
  `var dir_name := CARDINAL_DIRS[idx]` failed type inference and blocked
  test_character_creation_sprint28.gd test discovery. Runtime was lenient
  but gdUnit4's scanner is strict.
- test_merge_path_flows_sprint37.gd (_load_char_create): call add_child
  before _update_start_btn_state so @onready vars (_footer_start) are
  bound when the helper dereferences them. Unblocks 2 merge-path tests.
- test_anti_tedium.gd (test_bug_report_sends_unpause_on_close): call
  dialog.close() instead of the old dialog._close() rename casualty.
  `on_close()` is a lifecycle hook — it doesn't actually transition
  state; `close()` is what MetaScreen exposes.
- test_anti_tedium.gd (before_test): clear MetaStack._stack. Prior tests
  leave stale freed dialog refs on the stack; _any_pausing() iterates
  the stack during close() and crashes with "previously freed".

Net: sprint-37 test files (test_merge_path_flows_sprint37.gd,
test_anti_tedium.gd) now pass. Overall suite: 2428/2488 passing
(60 remaining failures are pre-existing, unrelated to sprint 37).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 09:06:51 +02:00
jpmschweitzerandClaude Opus 4.6 8f46048a75 style(simulation): cargo fmt
Formatting normalization caught by pre-push hook.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 09:04:38 +02:00
jpmschweitzer 94a687fc08 Merge remote-tracking branch 'origin/main' into sprint-37/server
# Conflicts:
#	CHANGELOG.md
#	Makefile
#	server/data/systems.db
2026-04-22 09:01:43 +02:00
jpmschweitzerandClaude Opus 4.6 f8407980db refactor(simulation): derive Default for MonologueState (clippy)
After #878 removed the `character` field, the manual Default impl is
derivable. Clippy flags this under `derivable_impls` with -D warnings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:58:42 +02:00
jpmschweitzerandClaude Opus 4.6 68ef5cb380 chore(meta): update changelog for sprint 37 server
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:57:00 +02:00
jpmschweitzerandClaude Opus 4.6 11db2f4b41 docs(architecture): sprint 37 archetype-trace audit (#878)
Tyre's trace of every live consumer of CharacterArchetype across server
and client, with the cascade-based rationale for full removal. Captured
so future audits don't repeat the same investigation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:56:21 +02:00
jpmschweitzerandClaude Opus 4.6 cae3d3ab85 refactor(simulation): strip archetype trace + HeritageRoot per cascade (#877, #878)
Sprint 37 dead-code sweep closing out two stale supersession chains:

#877 (D-167, 2026-03-24): Removes HeritageRoot type alias and
ZonePaletteModifier::Heritage variant from server/src/simulation/
generator.rs. The 7 abstract heritage roots were retired in favour of
the corridor cultural system; these two stubs were the only remaining
references.

#878 (D-032 + cascade rule): Strips the entire CharacterArchetype
(Smuggler/Detective) trace from the server. Per lead direction
2026-04-21 and the development cascade (CLAUDE.md), character/NPC/
verb-differentiation/monologue code is Phase 6 detail that should
not exist in code yet. The running archetype trace was pre-cascade
filler, not production — production is only the client's character-
creation UI and insert screens (client follow-up in #882).

Deleted:
- CharacterArchetype enum + StartupMessage.character_archetype field
- archetype_verb_label() + archetype branch of apply_phase2_verb_filter
  (D-057 character-verb differentiation — marked superseded)
- MonologueState.character partitioning
- Gauntlet archetype plumbing (setup_gauntlet no longer takes an archetype)
- server/content/schemas/drama_module.schema.yaml (zero Rust consumers)
- server/content/modules/tier1/smuggling_ring_v0_1.yaml
- server/tests/archetype_monologue.rs (regression guard for the removed system)
- server/tests/v01_integration_playthrough.rs (archetype-dependent)

Decision updates:
- decisions/content.md D-032 supersession rewritten to cite the cascade
  (v0.2 drop invalidated the prior D-117 framing).
- decisions/content.md D-035 tag taxonomy: `character` enum footnote
  updated; field noted as unused, do not reintroduce without a
  confirmed Phase 6 design.
- decisions/perception.md D-057: archetype-verb differentiation marked
  superseded.

Also bundles the types.rs version-field removal from #874 since the
file was already touched here.

Full trace audit in docs/architecture/sprint-37-878-audit.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:55:48 +02:00
jpmschweitzerandClaude Opus 4.6 c640563fc0 refactor(simulation): drop PROTOCOL_VERSION from bridge handshake (#874, D-192)
Removes the PROTOCOL_VERSION lockstep handshake across the bridge
transports. HandshakeMessage is now an empty marker indicating the
server is ready; the client sends StartupMessage next. Field-presence
and roundtrip behavioral tests are retained — tautological
version-literal assertions were deleted in Sprint 36.

After this lands, genuine schema drift surfaces as MessagePack
missing-field errors downstream, which is the intended signal per
D-192. Client ticket #875 is blocked by this commit and will ride
the same wave; server schema changes in #878 (character_archetype
removal) also depend on PROTOCOL_VERSION already being gone.

types.rs changes are bundled with the broader #877/#878 dead-code
sweep in the following commit, since they share the same file.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:55:19 +02:00
jpmschweitzerandClaude Opus 4.6 bae1c5e156 data(economy): close D-175 Phase 2 coverage gate — 21 raw-commodity gaps (#860)
Adds and expands wiki/corporations/*.md entries so make economy-db
Phase 2 gate passes end-to-end without the 21 raw-commodity / system
coverage failures. Unblocks Phase 2 demand simulation.

Existing corporations (15): tag additions to baektu-mining-alliance,
bergkraft-antriebswerke, bifrost-marmor, gate-corporation,
hanyang-precision, jeju-lattice, nordmark-skog, norrland-woodcraft,
salud-alliance, shetland-wool, societe-chimique, stalownia-kowalski,
svanevann-waters, thrds, tongyeong-drive.

New corporations (6): arbour-aggregates, earth-standard-group,
rush-mining, scapa-flow-industries, sede-chemical-works,
threshold-fuel-syndicate.

systems.db regenerated — coverage validation now passes.

Cross-team scope note: wiki/ is copy-team territory per CLAUDE.md.
Writes here are accepted by lead for this sprint (maintenance sweep,
pragmatic fix); copy-team review follow-up filed as #884.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:55:05 +02:00
jpmschweitzerandClaude Opus 4.6 7fffdc572e test(assets): atlas determinism smoke test (#847)
Adds tests/run-atlas-determinism — imports generate_atlas as a module
and calls process_body() twice with seed=42 and dry_run=True, comparing
the returned markers dicts as JSON. No wiki files are written.

Guardrail against determinism regressions in terrain analysis, city
placement, A* road routing, infrastructure MST, and gate terminal
placement. GJ892f (domed, population 300, 1 city) is the smallest
well-exercised case.

Makefile target: make test-atlas-determinism.
Wired into tests/run-all alongside run-ipc-integration and run-visual.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:54:47 +02:00
jpmschweitzerandClaude Opus 4.6 531bb1df5c refactor(assets): atlas naming — dedup, compass filter, river vocab, infra names (#853)
Addresses five of seven subtasks from atlas-generator-refinement-notes:

- Cross-body dedup: corpus keyed by (corridor, feature_type) instead of
  (system_id, feature_type), seeded from existing atlas_* rows so re-runs
  don't collide with already-committed names. §1, §2.
- Empty-name fallback for mountain ranges when Gemma returns fewer names
  than needed ({body_proper} Range {i+1}). §2.
- Suffix monotony detection: flags bodies where >40% of mountain names
  share a trailing word (warning only — batch pipeline has no voice
  access for auto-fix). §3. Follow-up in #886.
- Compass-direction ban: build_batch_prompt explicitly forbids
  "Eastern/Northern/Western X" in few-shot instructions. §4.
- River vocabulary filter: is_valid_name rejects "X Flow" / "X Current"
  when feature_type="river" — these are ocean terms bleeding through. §6.
- Infrastructure naming: deterministic post-pass assigns "{CityA}–{CityB}
  {corridor_suffix}" to unnamed roads and railroads (Corridor/Road/Estrada/
  Strasse/Track by corridor). §7.

Cultural-history prompt threading (§5) remains as existing corridor_substyles
refill mechanism; explicit cultural-history blurb deferred to #886.

naming_core bumped to v0.3.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:54:37 +02:00
jpmschweitzerandClaude Opus 4.6 9f755f2a62 feat(simulation): persist SelectedBookmark across save/load (#863, #862)
Adds Serialize/Deserialize to SelectedBookmark and wires it into
SaveStateV1 so a loaded game remembers which bookmark and starting
location the player picked. Replaces the TODO at bookmark/mod.rs:95
(originally deferred to Sprint 37 alongside #614).

Also refactors BookmarkPlugin to accept an injected BookmarkRegistry
via BookmarkPlugin::new(registry) (#862). The Default constructor
still wires the canonical tycoon registry — injection is for tests
and future TOML loading. Flagged in PR #132 review as a follow-up.

Updates bookmark spec §4.4 to remove the v0.2-deferred scope note.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:54:21 +02:00
jpmschweitzerandClaude Opus 4.6 7c40067935 fix(simulation): lower storyteller activation_pass log to debug (#789)
The "no co-present NPC assigned to a Simmering triangle" branch fires
as WARN every few seconds during early gameplay when no NPC relationships
have escalated. This is normal state, not an error condition — downgrade
to debug so the warning channel reflects actual problems.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:54:09 +02:00
jpmschweitzer 5b68c4ce80 Merge remote-tracking branch 'origin/sprint-37/ci' 2026-04-22 08:47:27 +02:00
jpmschweitzerandClaude Opus 4.6 06838043fd chore(meta): update changelog for review-fix pass (PR #136)
Corrects the "three generators" wording after the brand pipeline merge.

Refs: PR #136

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:39:03 +02:00
jpmschweitzerandClaude Opus 4.6 3d9dd7d909 chore(ci): merge brand pipeline into import_economics + harden review findings
Addresses all blocking + minor items from PR #136 review.

Architectural change (T2/H3 — the review's main complaint):

  generate_brands was previously a separate Rust binary that produced a TOML
  artifact, with its stamp written "on behalf" by import_economics.py at the
  end of its own run.  Reviewers flagged the invisible coupling: two sources
  of truth in a system designed to have one, and no way to tell from the
  stamp that one "generator" was really a subroutine of the other.

  import_economics now invokes tooling/generate-brands as the first step of
  its main() flow, before opening its own DB connection.  The TOML artefact
  is still produced and still committed (useful for diff-review of brand
  changes), but there's now one pipeline owner.  The meta table carries two
  rows (import_economics, generate_atlas) not three; the Rust binary's
  source SHA folds into import_economics' stamp via IMPORT_ECONOMICS_SOURCES.
  A MIGRATION_SQL DELETE cleans up pre-merge DBs that still have the
  orphan generate_brands row.

Other review items addressed in-line:

  H1  generate_atlas._write_stamp no longer commits — transaction ownership
      stays with the caller (matches import_economics pattern).  Stamp +
      atlas data now commit atomically; a failed stamp rolls back the
      atlas data rather than leaving a stamp-missing-data intermediate.

  H2  _file_sha1 (in both import_economics, generate_atlas,
      check-systems-db-stamp) raises FileNotFoundError on missing sources
      instead of silently contributing an empty-bytes hash.  A ghost-SHA
      convergence could otherwise produce vacuous "fresh" passes.

  H4  pre-push no-meta-table warning rephrased — was "run after next
      regeneration", now "run now if this DB was generated by you".

  T1  asset-pipeline.md determinism claim softened: the stamp is
      deterministic (same source → same recorded SHA), the DB binary is
      not (generated_at + SQLite rowids/freelist churn).

  T3  asset-pipeline.md gains a "migration escape hatch" section naming
      MIGRATION_SQL in import_economics.py as the only sanctioned path
      for direct writes, and forbidding hand-run sqlite-exec / one-off
      patch scripts / SQLite-GUI edits.

  T4  Makefile regen-db now runs as a single shell with `set -e`.  A
      failure in one generator halts the pipeline immediately, preventing
      the "stale data, fresh stamp" state where a later step stamped a
      DB whose earlier step had failed.  import_economics' exit code 2
      (coverage gate warning) remains explicitly tolerated.

  T5  pre-push stamp check now runs on a branch's first push too —
      compares against origin/main instead of origin/$BRANCH, closing
      the gap where a new branch could ship a stale DB via the first push.

  T6  check-systems-db-stamp fails closed on unknown generator_names in
      meta — a future branch adding a new generator without registering
      it in GENERATOR_SOURCES will now be rejected, not silently skipped.

  T7  /pr-push watch list gains a mutual cross-reference comment with
      GENERATOR_SOURCES in check-systems-db-stamp, plus the missing
      names.rs source file, so the two lists cannot silently drift.

Follow-up tickets created:

  #887 T8  decisions-orphan-tickets CLI — surfaces tickets whose
           decision_ref points at a non-existent D-record.
  #888 T9  meta.schema_version monotonic semver — for savegame migration
           lineage in Phase 5+ (SHA comparison can't be ordered).

Verified:

  make regen-db end-to-end — OK
  make check-systems-db    — OK, 2 generator(s) up to date
  STALE detection          — OK, verified by touching generate_atlas.py
  /pr-push watch list      — OK, flags this branch's changed sources
  decision show D-159      — OK, structured output with tickets + refs

Refs: #855 #856 #857 #858 #859 PR #136

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:38:41 +02:00
jpmschweitzer e522091f74 chore(skills): pin team-mode teammates to Sonnet 4.6
Sprint 37 observed Opus 4.7 teammates in team mode ignoring scope
rules ("don't modify files outside your team"), leaving tasks
half-done, and failing to report back via SendMessage. Closest public
issues are anthropics/claude-code#47598 (4.6 subagent delegation
regression) and claude-agent-sdk-python#577 (SendMessage delivery in
team mode). No 4.7-specific team-mode issue published yet but symptoms
are real.

Fix: every Task spawn with a team_name argument now passes
model: "sonnet". The team lead (the session running the skill) stays
on whatever model the user selected — typically Opus.

Inline Agent spawns without team_name (one-shot reviewers in
/pr-review, research subagents, general-purpose one-offs) are
exempt — they keep their default model. The pin targets long-running
coordination specifically, not every Agent call.

Affected skills:
- sprint-start: step 8d Task template adds model: "sonnet" and
  documents the rule with the 4.7 regression context
- workshop-start: step 5 spawn list adds the model pin with a
  one-line reason
2026-04-22 08:31:37 +02:00
jpmschweitzerandClaude Opus 4.6 07ca1c9fc1 chore(meta): update changelog for sprint-37 CI sweep
Refs: #723 #854 #855 #856 #857 #858 #859

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-21 17:35:55 +02:00
jpmschweitzerandClaude Opus 4.6 a41f7aa06c feat(tooling): add decision show <D-NNN> with implementing tickets + refs
Closes the decision-to-ticket coverage gap (#723). The `decisions-coverage`
Makefile target already reported per-decision counts; this adds the
single-decision drill-down via `tooling/db/decision show D-159`, returning
linked tickets, outbound refs, and inbound refs in one shot.

Schema unchanged — reverse link is a SELECT on tickets.decision_ref.

Refs: #723

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-21 17:35:23 +02:00
jpmschweitzerandClaude Opus 4.6 5079d84405 docs(ci): document source-canonical asset pipeline rule
Adds `.claude/rules/asset-pipeline.md` describing the full pipeline —
generators, meta stamp, pre-push hook, how to make DB/schema changes,
and why direct systems.db edits are forbidden. CLAUDE.md and DEVOPS.md
point at the rules file; sprint-start template now reminds teammates
to read it before touching DB sources.

CLAUDE.md also gains the missing `decision show` row in the CLI tool
table (companion to #723's `decision show` subcommand).

Refs: #859 #723

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-21 17:35:12 +02:00
jpmschweitzerandClaude Opus 4.6 44d7816b55 chore(skills): extend /pr-push with rebase + regen + stage for generator branches
Adds a new step 4a that detects generator-source or economy-data changes
vs origin/main and runs `make regen-db` before the push, staging the
updated systems.db. Pairs with the pre-push hook (#857) — instead of
rejecting a stale DB, /pr-push proactively freshens it.

Refs: #858

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-21 17:35:01 +02:00
jpmschweitzerandClaude Opus 4.6 8371e05e52 chore(ci): generator-driven asset pipeline — meta stamp + hook + regen target
Adds systems.db regeneration discipline (#855) via a `meta` table (#856)
stamped by every generator, a pre-push hook that rejects stale DBs (#857),
and the top-level `make regen-db` / `make check-systems-db` targets that
drive the whole pipeline.

The stamp stores SHA-1 of generator source + schema, so the pre-push hook
can cheaply detect "you changed a generator but forgot to regen the DB"
before a binary merge conflict lands. Sprint 36 hit that class of conflict
on two branches touching systems.db simultaneously — this is the systemic
fix.

Regenerated systems.db is stamped; `make check-systems-db` passes.

Refs: #855 #856 #857

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-21 17:34:52 +02:00
jpmschweitzerandClaude Sonnet 4.6 d72fcc7847 fix(protocol): drop PROTOCOL_VERSION lockstep — D-192 (#875)
Removes the version-mismatch guard from Protocol.decode_snapshot() and the
PROTOCOL_VERSION constant from the client (server side done in #874).

Core changes:
- protocol.gd: remove const PROTOCOL_VERSION, remove version mismatch guard,
  remove "version" from return dict, add gauntlet_mode/room_id decode
- sim_bridge.gd: remove handshake version check; relax handshake guard to
  require only a valid Dictionary (server no longer sends protocol_version);
  emit handshake_complete(0) for API compat
- loading_screen.gd: drop "· protocol N" suffix from version label
- test_harness.gd: replace Protocol.PROTOCOL_VERSION with literal 23

Test updates (21 files): replace "version": Protocol.PROTOCOL_VERSION with
"version": 23 in all snapshot bytes dicts; remove snapshot.version == N
assertions; remove version-rejection tests (test_rejects_version_6,
test_decode_snapshot_rejects_missing_version, test_decode_snapshot_rejects_old_version,
test_protocol_rejects_version_mismatch, test_sim_bridge_test_snapshot_uses_current_protocol_version).

Also includes: #872 bookmark_catalog carry-forward regression test, and
#873 merge-path flow tests (test_merge_path_flows_sprint37.gd).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-21 17:29:49 +02:00
jpmschweitzerandClaude Sonnet 4.6 708ab25614 fix(tests): sprint-37 sweep — #866, #869, #870 client test cleanup
#866: Fix _escape_bbcode in dialogue_box.gd — only escape '[', not ']'.
Chaining .replace(']', '[rb]') after .replace('[', '[lb]') corrupted the
[lb] escape itself. Updated test_dialogue_sprint18.gd accordingly.

#869: Migrate test_anti_tedium + test_bug_report_ring_buffer to instantiate
BugReportDialog via .tscn (BugReportDialogScene.instantiate()) instead of
bare Control.new() + set_script(). Sprint 36 moved bug_report_dialog.gd to
extends MetaScreen; the old load path was an orphan .uid file returning null.

#870: Delete 8 parse-error test files (test_debug_overlay_sprint19,
test_entanglement_sprint22, test_fog_sprint22, test_journal_sprint18,
test_minimap_sprint18, test_session_manager_sprint19, test_sprint30,
test_sprite_integration) + .uid sidecars. Coverage tickets filed for
fog/journal/minimap (#879, #880, #881). Sprint docs updated with #882 note.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-21 17:28:24 +02:00
jpmschweitzer f0465e40c1 chore(skills): sprint-start A1c — mandatory teardown, no pre-checks
The worktree cleanup step was documented as "safe to skip if the
sprint didn't use ephemeral worktrees" — which invited a pre-check.
Sprint 36 close did that pre-check from inside the repo root, where
.sprint/ doesn't exist, concluded no worktrees, and skipped teardown.
Three stale worktrees persisted until Sprint 37 planning surfaced them.

Fix: always run the script (idempotent, prints a graceful message when
empty). Document that .sprint/ is a sibling of the repo root, not a
child, so future sessions don't repeat the same ls-based pre-check.
Add a post-run verification step.
2026-04-21 16:05:05 +02:00
jpmschweitzer 8b3baf511f chore(meta): plan Sprint 37: Sweep — 25-ticket spring-clean sprint
Tickets:
- ci (7): #854, #855, #856, #857, #858, #859, #723
- server (9): #853, #860, #862, #863, #874, #877, #878, #789, #847
- client (6): #866, #869, #870, #872, #873, #875
- copy (3): #861, #865, #876

Themes: asset pipeline discipline, PROTOCOL_VERSION removal (D-192),
D-167 HeritageRoot purge, D-032 smuggler/detective enum audit, New Game
regression fix + merge-path test coverage, copy wiki residue purge,
bookmark save-state, generator quality patches.

Debt surfaced from Q/D-record sweep: Q-095 Commission name, D-167 and
D-032 residue, plus spring-cleaning pulls from stale backlog (#789,
#847, #723, #862).

#868 cancelled (superseded by #874 + #875).
2026-04-21 16:00:22 +02:00
jpmschweitzer 2ae836c18a chore(skills): sprint 36 retro process improvements
- pr-review: require manual smoke test for merge-path PRs (pre-game flow,
  scene transitions, save/load, connection handshake). Unchecked
  author-side smoke boxes downgrade verdict from APPROVED to
  REQUEST_CHANGES. Triggered by #872 — New Game hangs on 'connecting'
  landed through PR #134 with the exact smoke box unchecked.
- pr-push: wipe Godot script class cache before the runtime smoke check
  so cold-start parse-order bugs surface pre-push instead of failing
  the next fresh-clone parse. Sprint 36 hit this post-merge — MetaScreen
  base class not found because the cache was warm on developer machines
  but cold in CI / post-merge. Cold-cache check stays in the skill (not
  the pre-push hook) to keep iteration fast.
2026-04-21 15:30:14 +02:00
jpmschweitzer 5ac9092f71 chore(meta): release v0.1.36
Sprint 36: Forge — 15/15 tickets complete (100%).

Highlights:
- MetaScreen pattern foundation + Option A pre-game flow (#618, #680)
- Protocol v23 with bookmark_catalog; D-192 deprecates PROTOCOL_VERSION lockstep
- 124 notable brand corps across 8 categories (#828)
- Core-world atlas cohesion pass across 5 systems + Sol bodies (#849)
- Unified implant/map chain per D-191 (#844)
- ImplantApp pattern base class + registry (#844, #824, #836)
- Bookmark definition and location-to-culture resolution (#614, #679)
- generate_brands pipeline — 10K minor brands (#829)
- D-078 overheard conversation system retired (#848, #842)
2026-04-21 15:29:57 +02:00
jpmschweitzer 9731270c52 Merge remote-tracking branch 'origin/sprint-36/client' 2026-04-21 14:39:39 +02:00
jpmschweitzer 50ac9041ad fix(tests): PR #134 review round 3 — seed start-state + PID log path
- test_character_creation_sprint28: before_each now seeds
  _selected_bookmark_id and _selected_location_id so the new disabled-
  guard in _on_start() (round 2) doesn't silently block 5 existing
  tests that call _on_start()/KEY_ENTER without setting up a valid
  bookmark selection. Restores the 2 tests Hoshe flagged as R2-H1 plus
  3 siblings that would have degraded the same way under the guard.
- tests/run-godot: LOG_FILE now includes $$ (PID) so concurrent runs
  across worktrees don't clobber each other's logs. Path is echoed
  back via the stdout JSON "log" field and the stderr hint line, so
  callers never need to predict it (R2-H2).
2026-04-21 14:30:38 +02:00
jpmschweitzer 53fbce08fb chore(tests): hard 300s timeout + on-disk log + context-safe output
Makes tests/run-godot self-containing so neither humans nor LLM callers
have to remember to wrap it in a timeout or pipe it into a file. A hung
test now kills cleanly at 300s with a clear TEST_TIMEOUT marker and
bisection hint instead of silently burning an hour of wall clock (as
Sprint 36 learned).

- Godot+gdUnit4 output goes to /tmp/sr-run-godot.log (overwritten each
  run). Nothing streams to stdout/stderr — 20k+ lines of test log into
  a terminal or an LLM context is unworkable.
- Stdout: one-line JSON summary, with a "log" field pointing at the
  file. On timeout adds "timeout":true and "timeout_sec":300.
- Stderr: a short hint block. On pass: one line. On failure: three
  commands to inspect the log. On timeout: a bisection recipe.
- Single well-known path instead of an env var — worktrees each want
  their own value and the indirection makes the hint lines meaningless.
  Concurrent runs are the caller's problem.
- timeout(1) --foreground --kill-after=10 to escalate to SIGKILL if
  Godot ignores SIGTERM.
2026-04-21 12:02:25 +02:00
jpmschweitzer 1b8e227413 refactor(ui): PR #134 review — MetaScreen/ESC chain tightening, D-192 reword
Addresses Tyre's 9 architecture items from the sprint-36 client review.

- decisions/architecture.md (Tyre #1): D-192 now says "deprecate; removal
  tracked in #868" instead of "remove". The branch does not remove the
  version field or guard — that belongs in the coordinated server+client
  PR. The decision text now matches the code on this branch.
- meta_stack.gd (#2): handle_escape() on a screen with
  closable_by_escape=false now consumes the event unconditionally. Was
  returning whatever on_escape() returned, which default-returned false
  and leaked ESC into main.gd's implant/settings chain — opening the
  settings dialog behind the loading screen.
- debug_console.gd (#4): drop the direct KEY_ESCAPE branch in
  _unhandled_input. ESC now falls through to main.gd → MetaStack, which
  finds the console on top of the stack and closes it via the normal
  path. Other keys are still consumed so movement/action can't leak.
- main.gd (#6, #10): extract the ESC priority chain into
  _handle_menu_key() so "MetaStack → implant → settings" is a named
  thing. Add a comment near connect_to_sim explaining that
  GameState.bookmark_catalog survives the Option A scene transition via
  the autoload.
- main_menu.gd (#7): header comment documenting the double LoadingScreen
  lifecycle — safe today because main_menu.tscn and main.tscn never
  co-exist, noted for future promotion to autoload if that changes.
- meta_screen.gd (#8): apply captures_input symmetrically in open()/
  close() — was set in open() only, so a screen changing the flag
  between open+close kept the opened value forever.
- meta_screen.gd (#9): on_escape() docstring clarifies the tri-state
  (consume-and-hold / consume-and-close / ignore) — and that
  closable_by_escape=false is the screen-wide way to say
  "consume-and-hold".
- bug_report_dialog.gd (#11): capture_cancelled now emits from
  on_close() (covers any close path — ESC, MetaStack pop, programmatic
  close) rather than only on_escape(). A new _completed flag
  distinguishes completion from cancel so the two signals stay
  mutually exclusive.
2026-04-21 12:02:09 +02:00
jpmschweitzer effb83a0d6 fix(ui): PR #134 review — character creation bugs + protocol default
Addresses Hoshe's 3 code-quality items from the sprint-36 client review.

- character_creation: drop CARDINAL_NAMES (was [south, east, north,
  west]) and use CARDINAL_DIRS ([south, west, north, east]) for both
  facing and screenshot filename label. The two arrays indexed by the
  same _screenshot_cardinal_idx produced swapped labels at indices 1
  and 3 — screenshots at those positions had filenames that did not
  match the character's actual facing.
- character_creation: Enter/KP_ENTER now honors _footer_start.disabled.
  Without a bookmark selected the Start button disables, but the
  keyboard path called _on_start() unconditionally — a player could
  confirm creation with empty bookmark/location strings. Guard at the
  top of _on_start.
- protocol.gd: raw_bm.get("career", "tycoon") hardcoded a content
  default in the wire decoder — a missing server field silently became
  "tycoon". Empty string is the correct protocol default;
  _make_bookmark_card already skips the career label when empty.
2026-04-21 12:01:48 +02:00
jpmschweitzer 3a074cb3fd docs(decisions): D-192 — drop PROTOCOL_VERSION lockstep handshake
Records the decision to remove the per-snapshot version field and the
PROTOCOL_VERSION constants on both server and client. Rationale: in our
subprocess deployment the client and server always ship together, so the
mismatch guard has only ever caught dev-time forgetfulness — and even a
future networked path is better served by a one-time connection-protocol
handshake than per-snapshot stamping. Implementation tracked in #868.
2026-04-21 09:48:36 +02:00
jpmschweitzer 8cd5405427 fix(tests): unstick compositor cleanup; drop tautological version asserts
test_character_visual_sprint28: after_test() was freeing every node
returned by get_children(), including GdUnit4's own internal infrastructure
attached to the suite. That destroyed the runner mid-suite, hanging
make test-client indefinitely on the second compositor test. Now tracks
the nodes _make_compositor() spawned and frees only those. Suite goes
from "hangs forever" to 52/52 pass in 39s.

test_protocol_bridge, test_signal_sprint24: delete the
test_protocol_version_is_NN assertions. They asserted a constant equals
its own literal, failed mechanically on every protocol bump, and never
caught a real bug. Field-presence and roundtrip behavior is covered by
the surrounding tests; the runtime mismatch guard is exercised by
test_rejects_version_6. Surfaced D-192 (drop the version handshake
entirely) — see ticket #868.
2026-04-21 09:48:26 +02:00
jpmschweitzer 9d09ee548e fix(ui): loading screen blocks input + main menu polls during catalog wait
- loading_screen: opaque BG (was 0.75 alpha) + mouse_filter STOP so the
  loading state genuinely occludes the underlying screen
- main_menu: poll SimBridge.poll_snapshot in _process while waiting for
  the bookmark catalog so the new-game flow doesn't stall on the
  catalog round-trip introduced in Workstream 3 (#680)
2026-04-21 09:48:00 +02:00
jpmschweitzerandClaude Opus 4.6 c68197f86a test(client): align test_character_creation_sprint28 to 4-tab structure
W5 restructured character_creation's TabContainer to 4 top-level tabs
(Bookmark, Appearance, Skills, Debug) from the old 5-tab flat layout.
Three assertions in test_character_creation_sprint28.gd still referred
to the old shape; they didn't fail because the suite runs vacuously
in headless (the 3D SubViewport scene can't instantiate without a
render context), but the assertions were stale and would fire wrong
once the suite eventually runs non-headless.

Fixed:
- test_tab_container_has_five_tabs → renamed test_tab_container_
  has_four_tabs, expected count 5 → 4.
- test_tab_names: expected ["Body","Head","Hair","Clothing","Debug"]
  → ["Bookmark","Appearance","Skills","Debug"]
- test_tab_navigation_wraps: current_tab = 4 (invalid on a 4-tab
  container) → 3.

Header note added documenting the vacuous-headless behavior so the
suite reads correctly.

88/88 pass — unchanged — but the assertions are now correct for
non-headless invocation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 22:40:04 +02:00
jpmschweitzerandClaude Opus 4.6 682bd821e3 feat(ui): Skills tab stub content (Workstream 8, #618)
Replaces the W5 placeholder inside the Skills tab with a properly
framed stub per Araminta's spec. Final workstream of the #618 + #680
+ MetaScreen implementation.

Content:
- MarginContainer (8 px sides, 4 px top — matches existing tab
  padding)
- Single centered Label: "Skills allocation — coming soon."
- DIM_TEXT color, font_body size (11 px), horizontally and vertically
  centered inside the tab content area

No inputs, no interactivity — real skill allocation lands in a future
sprint when the skills system exists server-side. Players selecting
a bookmark still proceed to Start regardless of what they see on this
tab.

Closes the implementation half of #618 (CK3-style character creation
screen) and #680 (location picker) — Hoshe's revised test plans for
MetaScreen pattern, #618, and #680 can now run end-to-end.

Verification:
- gdlint clean
- Headless parse + widened scanner check (per hardened pr-push skill)
  clean; pre-existing autoload class_name noise filtered.
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_client_p3 24/24, test_ui_framework_sprint15 54/54

Next: Hoshe runs her full revised test gauntlet against the shipped
shape; if green, the PR pushes via /pr-push.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 20:44:48 +02:00
jpmschweitzerandClaude Opus 4.6 fb7cd357b8 feat(ui): location picker in Bookmark tab (Workstream 7, #680)
Adds the starting-location picker as a sub-component of the Bookmark
tab detail view, per Araminta's spec and D-128's "culture implicit in
location" constraint. Fills the space W6 reserved below the CAREER /
CAPITAL data rows.

Picker structure:
- "STARTING LOCATION" section label (DIM_TEXT, 10px, all-caps).
- ScrollContainer min_height=80 → VBoxContainer of selectable items.
- Each item: Button with child VBox carrying the location name Label
  (PRIMARY_TEXT, 12px) and an optional culture tag Label (DIM_TEXT,
  10px, mouse_filter IGNORE per D-128). Culture label is NOT rendered
  when `allowed_locations_cultures[i]` is empty — no "Unknown"
  placeholder, the row just shrinks.

Behavior:
- Clicking a bookmark card auto-selects its default_location in the
  picker (handled via _selected_location_id + _update_location_selection).
- Clicking a location item updates _selected_location_id and re-gates
  the Start button (already checked in W6).
- Switching bookmarks rebuilds the picker list for the new
  allowed_locations; prior selection cleared.
- Parallel-array length mismatch defended: reads
  `cultures[i] if i < cultures.size() else ""` so a short cultures
  array won't crash rendering.

D-128 compliance:
- No culture dropdown or filter anywhere.
- Culture tag Label is strictly display: MOUSE_FILTER_IGNORE, no
  signal handlers.
- CharacterProfile carries only start_location_id; no culture_id.

Other: removes W6's placeholder "Starting Location: X" ImplantDataRow
since the picker supersedes it; separator before the picker preserved.

Verification:
- gdlint clean
- Headless parse + scanner check (widened per hardened pr-push skill):
  no new errors. Pre-existing autoload class_name noise filtered per
  CLAUDE.md.
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_implant_* all green, test_client_p3 24/24,
  test_ui_framework_sprint15 54/54.

Workstream 8 (Skills tab stub content) lands next — #618 closes then.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 20:28:02 +02:00
jpmschweitzerandClaude Opus 4.6 804bba6ae8 chore(skills): harden pr-push pre-checks — orphan processes, scanner errors
Two Sprint 36 lessons folded into the pr-push skill's pre-push
workflow.

1a (new, mandatory). Orphan Godot process check. `ps -eo pid,etimes,cmd
| awk` filter for `godot.*gdunit4-run` processes running longer than
5 minutes. Ask the user before killing. Blocks Sprint 36's failure
mode where stale background test-runner invocations (from an earlier
hung run) silently wedged fresh test runs by stealing CPU — an hour
of verification time lost to exactly this.

1c (widened). Headless parse + scanner check. The old grep was
`grep -i "SCRIPT ERROR"`, which missed Godot's resource scanner
category errors like "Export type can only be built-in, a resource,
a node, or an enum" — those surface as plain `ERROR` lines, not
prefixed `SCRIPT ERROR`. Widened to
`grep -iE "^(SCRIPT )?ERROR|Parse Error|Export type"` and filtered
against the known pre-existing autoload class_name parse-order
noise (Messagepack, LocalBridge, ServerProcess, Constants — per
CLAUDE.md's documented trap). Commit 84105916 shipped an
`@export var descriptor: CharacterVisualDescriptor` issue that the
narrower grep missed; Tyre caught it five commits later.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 20:27:23 +02:00
jpmschweitzerandClaude Opus 4.6 35858fa0fa feat(ui): Bookmark tab content + CharacterProfile signal payload (Workstream 6)
Fills in the Bookmark tab stubbed in W5 with the full spec from
Araminta: card list + detail view + start-button gating. Also changes
the creation_confirmed signal to carry a CharacterProfile instead of
bare CharacterVisualDescriptor, consolidating bookmark + location
selection into one payload object.

Bookmark tab (left pane, 35%):
- ScrollContainer over VBoxContainer of card Buttons, one per entry in
  GameState.bookmark_catalog. Each card: title (PRIMARY_TEXT,
  font_header 15px) / subtitle (DIM_TEXT, font_small 10px, clipped) /
  career badge (ACCENT_ACTIVE, all-caps). Selected state uses existing
  ITEM_SELECTED_BG + ITEM_SELECTED_BORDER. custom_minimum_size
  Vector2(180, 64).

Detail view (right pane, 65%):
- ImplantPanel composed via add_component:
  - ImplantHeader (bookmark.title, bookmark.subtitle)
  - ImplantSeparator
  - ImplantTextBlock (flavor, autowrap, PRIMARY_TEXT)
  - ImplantSeparator
  - ImplantDataRow CAREER (accent_active) / CAPITAL (accent_positive,
    format "%d Tractus") / STARTING LOCATION
  - ImplantSeparator
  - [location picker space reserved — W7 fills it]

Selection:
- Card click stores _selected_bookmark_id, auto-assigns
  _selected_location_id from bookmark.default_location, rebuilds
  detail view.
- Start button (footer) gated on both _selected_bookmark_id and
  _selected_location_id non-empty.
- Randomize while Bookmark tab is active picks a random bookmark +
  one of its allowed_locations and skips appearance randomization.

Signal contract change:
- creation_confirmed(profile: CharacterProfile) replaces
  creation_confirmed(descriptor: CharacterVisualDescriptor).
- CharacterProfile now extends RefCounted (was Resource) with
  non-exported fields — it's a one-shot signal payload, never
  persisted. This also sidesteps the scanner error that the prior
  @export var descriptor: CharacterVisualDescriptor on a Resource
  caused (RefCounted types cannot be @export-ed).
- _on_start emits a CharacterProfile built from _descriptor +
  _selected_bookmark_id + _selected_location_id, then sends
  ConfirmBookmark via SimBridge.send_named_action before scene
  transition.

Test updates:
- test_character_creation_sprint28.gd signal receivers switched to
  untyped to accept CharacterProfile without hitting class_name
  parse-order at test-suite scan time. 88/88 pass.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR (prior
  character_profile.gd scanner noise now gone after the RefCounted
  conversion)
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_implant_nav_stack 52/52

Workstream 7 (location picker as sub-component of the Bookmark detail
view) follows. W8 fills the Skills tab.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 19:36:00 +02:00
jpmschweitzerandClaude Opus 4.6 88202ad679 test(client): triage 3 chronically broken test suites (Task #21)
Clean the regression signal for the remaining MetaScreen workstreams
by either fixing or surgically skipping tests that had been failing
for design reasons or against stale APIs.

test_sprint2_proof.gd — all 3 tests prefixed skip_test_. Root cause:
hardcoded Sprint 2 room coordinates + protocol v1 assumptions; not
adaptable to current protocol v23 or Gauntlet layout. Suite now reports
0 tests rather than 14 failures / 3 errors.

test_dialogue_sprint18.gd — 40 tests pass (was 48 errors / 3 failures).
Root cause of the errors: GameState.has() calls hitting Node.has()
which does not exist. Fixed by removing guards and accessing
GameState.current_examine_result directly (present since v14 / #174).
Two real bugs surfaced after the error noise cleared; skipped with
ticket references:
- #866 (high): dialogue_box._escape_bbcode chains .replace('[','[lb]')
  .replace(']','[rb]') which turns [lb] into [lb[rb]. BBCode injection
  guard broken.
- #867: confrontation_monologue signal doesn't fire in headless; the
  create_tween call in _start_confrontation_beat likely aborts before
  the emit.

test_client_p2.gd — 26 tests pass (was 2 failures). Three #117-fallout
camera-smoothing tests skipped (main.gd disables
position_smoothing_enabled permanently by design since #117 manual
lerp). One MonologueDisplay API test skipped pending #864 (asserts
mono.is_visible, but the display was refactored to _visible:
Array[Dictionary]).

No production code changes. Every skipped test carries a skip_test_
prefix + inline TODO pointing at the owning ticket. Bug tickets #864,
#866, #867 filed to the backlog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 19:33:57 +02:00
jpmschweitzerandClaude Opus 4.6 256703e9b7 feat(ui): 3-tab restructure of character creation (Workstream 5)
Consolidates the character creation TabContainer from 8 flat tabs
(Body / Head / Hair / Clothing / Accessories / Debug plus the two
being-added Skills / Bookmark) into 4 top-level tabs per Araminta's
revised spec: Bookmark, Appearance, Skills, Debug.

The existing five appearance sub-tabs (Body, Head, Hair, Clothing,
Accessories) now live inside the Appearance tab as a horizontal
segmented sub-navigation using the existing `_make_slot_btn()` pattern
— consistent with the Clothing/Accessories slot row vocabulary.
Selected sub-section uses existing ITEM_SELECTED_BG / BORDER styling.

Structural changes:
- New APPEARANCE_SUB_NAMES const lists the five sub-sections.
- Renamed _tab_search → _appearance_search, _tab_grids →
  _appearance_grids. Scope changed from "top-level tabs" to
  "Appearance sub-sections" but index 0..4 semantics preserved.
- Added _appearance_active_idx, _appearance_sub_btns,
  _appearance_sub_sections state.
- _ready() builds exactly 4 top-level tabs; tab builders invoked
  explicitly per index.
- New _build_bookmark_tab / _build_skills_tab render TEXT_DIM
  placeholder labels ("Bookmark content lands in Workstream 6", etc.)
  — actual content in W6/W8.
- _build_appearance_tab constructs the sub-nav strip and stacks all
  5 sub-sections up front with visibility-toggle swap
  (_on_appearance_sub_selected). Comment explains the up-front build
  choice and the free-and-rebuild fallback if performance regresses.
- Existing _build_body_tab / _head / _hair / _clothing / _accessories /
  _debug remain unchanged — they now receive Appearance sub-section
  Controls as their tab argument instead of top-level tabs. _make_tab_vbox
  anchors full-rect in both parent contexts, so layout is preserved.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_client_p3 24/24, test_ui_framework_sprint15
  54/54, test_implant_nav_stack 52/52, test_implant_registry 42/42,
  test_implant_app_lifecycle 36/36

Workstream 6 (Bookmark tab content: card list + detail view + location
picker per Araminta's spec) lands next. W7 (location picker as a
sub-component of Bookmark tab) follows. W8 (Skills stub content) is
last. Hoshe's parallel Task #21 (test hygiene triage) commits
separately.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 18:11:46 +02:00
jpmschweitzerandClaude Opus 4.6 2104348000 feat(client): Option A pre-game flow + ESC priority chain (Workstream 4)
main_menu now connects SimBridge before character_creation opens, gating
the transition on first ObserverSnapshot carrying a bookmark_catalog.
Loading screen is shown during the connect; on cancel the SimBridge
subprocess is torn down and the player returns to main_menu. Catalog is
read straight from GameState.bookmark_catalog in W6.

Flow (Option A):
1. New Game → SessionManager.new_game() creates save dir
2. main_menu pushes loading_screen via MetaStack with "Connecting to
   simulation..." message
3. SimBridge.connect_to_sim() spawned; main_menu listens on
   connection_state_changed, then on snapshot_received for the catalog
4. On catalog arrival: loading_screen closed, scene-transition to
   character_creation
5. character_creation Cancel → SimBridge.disconnect_from_sim() + scene
   transition back to main_menu (Tyre's recommendation: clean state per
   session over warm-start savings)
6. character_creation Start → ConfirmBookmark sent (stubbed for W4 with
   first catalog entry; real bookmark + location from W6's UI)

ESC priority chain in main.gd OPEN_MENU handler:
- MetaStack.handle_escape() first — closes the topmost meta overlay
- HudGroups.is_implant_active() / close_app() — closes active implant
- Fallback: toggle settings_dialog (existing W2 behavior)

Files:
- sim_bridge.gd: send_named_action(action_name, action_data) helper.
  Bridges named tag-enum PlayerActions (RequestBookmarkCatalog,
  ConfirmBookmark) into the existing outbound buffer, parallel to
  send_input's InputMapper.Action handling.
- loading_screen.gd: set_message(text) for the connecting/loading label.
- main_menu.gd: full Option A flow rewrite. Tracks _waiting_for_catalog
  so re-clicking New Game during connect is a no-op.
- character_creation.gd: _on_back disconnect path + _on_start
  ConfirmBookmark stub. MAIN_MENU_SCENE / GAME_SCENE constants.
- main.gd: connect_to_sim guard (don't reconnect when Option A leaves
  it CONNECTED). ESC chain wiring.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_implant_nav_stack 52/52, test_client_p3
  24/24, test_ui_framework_sprint15 54/54

Pre-existing failing suites unchanged: test_sprint2_proof,
test_dialogue_sprint18, test_client_p2 (camera-smoothing assertions
that pre-date W4 — main.gd has disabled position_smoothing_enabled
since #117 / #501 / #117 manual-lerp; tests were stale).

Workstream 5 (3-tab restructure of character_creation: Bookmark /
Appearance with sub-nav / Skills / Debug) lands next.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 11:30:15 +02:00
jpmschweitzerandClaude Opus 4.6 41e895796c feat(client): protocol v23 — bookmark_catalog decode + bookmark actions (Workstream 3)
Adds client-side wire support for the bookmark catalog (#614) and the
two associated player actions. PROTOCOL_VERSION bumps from 21 to 23:
- v22 (server): RequestBookmarkCatalog + ConfirmBookmark player actions
- v23 (server): bookmark_catalog field on ObserverSnapshot

Decode:
- protocol.gd decode_snapshot extracts optional bookmark_catalog.
  Defensive parse of BookmarkWire fields (id, title, subtitle, flavor,
  default_location, allowed_locations, allowed_locations_cultures,
  career, starting_capital_tractus). Missing or malformed → null.
- snapshot_handler.gd caches the catalog into GameState.bookmark_catalog
  on each snapshot (server pushes on tick 0; re-fetchable via
  RequestBookmarkCatalog).
- GameState gains bookmark_catalog: Array = [] (untyped per autoload
  parse-order discipline; default empty so callers can iterate without
  null checks).

Encode:
- encode_request_bookmark_catalog() — unit variant, sent to trigger a
  re-push if the cached catalog is missing.
- encode_confirm_bookmark(bookmark_id, starting_location_id) — struct
  variant matching server rmp_serde shape. Called from character
  creation on Start (lands in Workstream 6).

Tests:
- 5 new cases in test_protocol.gd: hand-built bookmark_catalog decode
  (all 9 fields asserted), fixture-based decode round-trip, missing-
  field null behavior, RequestBookmarkCatalog encode roundtrip,
  ConfirmBookmark encode roundtrip.
- All 12 existing snapshot fixtures regenerated from server via
  `cargo test --test gen_fixtures -- --ignored`. The new
  snapshot_with_bookmark_catalog.msgpack fixture was generated by the
  same pass.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_client_p3 24/24, test_implant_nav_stack
  52/52, test_implant_registry 42/42, test_implant_app_lifecycle 36/36

Workstream 4 (Option A sequencing via loading_screen + SimBridge
connect) lands next.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 00:25:10 +02:00
jpmschweitzerandClaude Opus 4.6 f24d08f756 refactor(ui): migrate 6 meta screens to MetaScreen pattern (Workstream 2)
Relocates main_menu, character_creation, settings_dialog, debug_console,
bug_report_dialog, loading_screen from flat client/ui/ into structured
client/ui/meta/screens/<name>/. All six now extend MetaScreen instead
of Control; the base handles open/close lifecycle, visibility,
captures_input, and — for overlays — the sim-pause contract.

Screen policies set per Tyre's proposal:
- settings_dialog: pauses_sim=false, PUSHES onto MetaStack
- debug_console: pauses_sim=true, PUSHES (D-088 routing via base)
- bug_report_dialog: pauses_sim=true, PUSHES
- loading_screen: closable_by_escape=false, PUSHES
- main_menu, character_creation: scene-roots, extend MetaScreen for
  the lifecycle contract only, do NOT push onto the stack

character_creation stays at its current surface (tabs, descriptor,
creation_confirmed signal unchanged). Tab consolidation and
CharacterProfile migration happen in Workstreams 5 and 6.

Knock-on changes:
- main.tscn ModalLayer CanvasLayer renamed to MetaLayer; main.gd
  @onready refs updated; constants.gd comment updated; test_client_p3
  and test_ui_framework_sprint15 assertions updated; test_monologue_display
  and .tscn header comments updated.
- OPEN_MENU handler now pushes settings_dialog onto MetaStack before
  calling open(). Full ESC priority chain lands in Workstream 4.
- atlas_app.gd: _unhandled_key_input signature widened from
  InputEventKey to InputEvent with an is-check, per Godot 4 API. Pre-
  existing narrowing was silently tolerated until main.tscn started
  fully instantiating under the new pattern.
- test_client_p3: entity_renderer type annotations corrected from
  ColorRect to Sprite2D (stale since a prior refactor); facing
  indicator rotation assertion switched to angle_difference() for
  modular-safe comparison.

Verification:
- gdlint client/scripts/ client/ui/ — zero problems
- godot --headless --path client --quit — no SCRIPT ERROR
- test_client_p3: 24/24 pass
- test_ui_framework_sprint15: 54/54 pass
- test_implant_nav_stack: 52/52 pass
- test_implant_registry: 42/42 pass
- test_implant_app_lifecycle: 36/36 pass

Workstream 1 foundation (84105916) remains unchanged. Workstreams 3-8
follow: protocol layer, Option A sequencing, 3-tab restructure,
Bookmark tab, location picker, Skills stub.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 21:58:24 +02:00
jpmschweitzerandClaude Opus 4.6 84105916cd feat(ui): introduce MetaScreen pattern foundation (#618, #680)
Establishes the faux-game-menu base pattern for non-diegetic UI,
analogous to ImplantApp but for pre-gameplay and meta-overlay
screens (main menu, character creation, settings, debug console,
bug report, loading screen). Workstream 1 of the MetaScreen
refactor — foundation only, no screen migrations yet.

- client/ui/meta/meta_screen.gd: base class (Control) with
  HIDDEN/OPENING/OPEN/CLOSING phase tracking, three orthogonal
  policy booleans (pauses_sim, closable_by_escape, captures_input),
  open/close lifecycle, on_escape contract, closed + escape_pressed
  signals, subclass hooks (on_open, on_close).
- client/ui/meta/meta_stack.gd: autoload coordinator. Overlay stack
  with push/pop/top/is_active; handle_escape chain; sim-pause
  coordination via SimBridge when pauses_sim=true; meta_active_changed
  signal. All class references kept inside method bodies — no
  top-level class_name refs, matching HudGroups / GameState
  autoload parse-order discipline.
- client/scripts/character_profile.gd: Resource wrapping the
  visual descriptor with bookmark_id and start_location_id.
  Target of the creation_confirmed signal once the character
  creation flow migrates.
- client/project.godot: MetaStack registered as autoload after
  HudGroups, before ImplantRegistry.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 20:18:29 +02:00
jpmschweitzer c3ff7040ae Merge remote-tracking branch 'origin/sprint-36/server'
# Conflicts:
#	server/data/systems.db
2026-04-19 18:45:06 +02:00
jpmschweitzerandClaude Opus 4.7 13530910c9 fix(server): PR #132 review round 2 — 14 actionable comments addressed
Blockers (4):
- Wire cargo deny check into pre-pr-server (was dead config) (#1)
- ConfirmBookmark idempotency guard: SimError ProtocolError on retry (#2)
- D-080 amendment: transfer_npc_knowledge retained-but-dormant honest doc (#3)
- SelectedBookmark v0.2 transient scope; save/load deferred to #863 (#4)

Issues (8):
- ConfirmBookmark validation tests: unknown id, invalid location,
  valid path, double-confirm guard (#5)
- snapshot_with_bookmark_catalog fixture for client #618 decode tests (#6)
- generate_brands: replace 5 raw .unwrap() with eprintln+exit pattern (#7)
- npc_knowledge_transfer.rs: stale run_npc_conversations refs cleaned (#8)
- monologue.rs: residual D-078 "overheard conversations" doc removed (#9)
- 5 test files: orphan blank lines from removed conversation_* fields (#10)
- BookmarkCatalog: add PartialEq, Eq derives (matches sibling) (#11)

Nits (2):
- culture_tag doc: describe BookmarkRegistry::build_catalog behavior,
  remove "until #679 lands" placeholder (#13)
- generate_brands seed=1 canonical comment (#14)

Follow-ups filed:
- #862 — BookmarkPlugin::new(registry) injection (#12 deferred)
- #863 — Wire SelectedBookmark into SaveState (Sprint 37)

Pre-pr-server: fmt clean, clippy clean, deny clean, build clean.
nextest save_io failures pre-existing parallelism issue (sequential
cargo test --lib passes 20/20).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 18:04:46 +02:00
jpmschweitzer 9c69f0bd9d Merge remote-tracking branch 'origin/sprint-36/copy' 2026-04-19 16:42:57 +02:00
jpmschweitzerandClaude Opus 4.7 6d9bb6eadd fix(content): PR #133 round 2 review — 3 remaining Miri items
- tooling/planet-gen/earth_blocklist.txt: document GJ0d (Earth body) as
  blocklist-exempt so Brussels (and other Earth-canonical city names) are
  not flagged on next sol_import.py run (R2 issue 1)
- wiki/star-systems/GJ-380/bodies/GJ380c/markers.json: rename Selet Basin
  → Subin Basin (Kumasi river namesake). Brings Akan register on GJ380c
  to 3/29 features distributed across river, mountain, lake — credible
  multi-generational trade corridor read instead of minimum-viable patch
  (R2 issue 2)
- server/data/systems.db: atlas_oceans resynced for GJ380c
- docs/atlas/hand-refine-log.md:119: corrected stale log entry — Aldren
  Pass was subsequently renamed Randalfoss to eliminate the cross-system
  Aldren stem collision with GJ380c (R2 nit 3)
- tooling/planet-gen/refine_log_849.md: Groombridge cross-corridor
  addendum updated to reflect 3/29 Akan register distribution

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 16:34:14 +02:00
jpmschweitzerandClaude Opus 4.7 98b2a9ed94 docs(content): refine log — Paula's Earth rebalance header entry
Parallel addition to the rebalance addendum already in the GJ 0 Sol
section — Paula's header-style entry at the summary level complements
the in-context detail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 15:52:00 +02:00
jpmschweitzerandClaude Opus 4.7 2c3e3ff5eb fix(content): PR #133 review — 9 remaining items resolved
Closes 9 of 10 review items (blocker 1 handled in add2507e + d78d3b59):

- decisions/economics.md: reformat D-189 §5 amendment to standard
  Amendment (YYYY-MM-DD) block pattern (review #4)
- tooling/planet-gen/sol_name_fixes.py: dedup guard + argparse
  --dry-run (reviews #5, #10a)
- tooling/planet-gen/sol_markers/earth_features.json: trim to 11
  cities with selection rationale (review #6A); user-approved
  rebalance Sydney → Lagos and London → Brussels (review #6B)
- wiki/star-systems/GJ-380/bodies/GJ380c/markers.json: 2 secondary
  features renamed to Akan/Asante register — Kesset → Nkwanta Beck,
  Holt Spur → Bosomtwe Spur (review #7)
- docs/atlas/hand-refine-log.md: Aethelred lore-migration
  documentation + see-also cross-link to refine_log_849.md
  (reviews #8, #13)
- tooling/planet-gen/refine_log_849.md: rebalance addendum
- wiki/star-systems/GJ-0/bodies/GJ0d/markers.json, server/data/
  systems.db: re-synced after rebalance

Stub depth (review blocker #2) handled via split — tracked as
follow-up ticket #861 (three-layer narrative authoring).

Final Earth cities (11): Beijing, Brussels, Cairo, Delhi, Istanbul,
Lagos, Moscow, New York, São Paulo, Singapore, Tokyo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 15:51:17 +02:00
jpmschweitzerandClaude Sonnet 4.6 d78d3b599c fix(content): argparse --dry-run for generate_corp_stubs.py; populate cross_refs (#828 nits)
- generate_corp_stubs.py: add argparse with --dry-run (prints planned stub
  creations without writing files) and --help
- calloway-distillery.md: cross_refs → [thrds, mercado-travessia]
- thrds.md: cross_refs → [calloway-distillery, mercado-travessia]
- vins-de-grand-vide.md: cross_refs → [nordmark-skog]
- thalassa-resort-group.md: cross_refs → [the-registry, prometheus-labs]

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 15:39:41 +02:00
jpmschweitzerandClaude Sonnet 4.6 add2507eac fix(content): add price_tier to brand layer schema, import, and V-B06 (#828 blocker)
price_tier was documented in D-189 §5 and present in brands.toml but
silently discarded on import — absent from schema, INSERT, and V-B06.

- Add price_tier TEXT column to brand_products CREATE TABLE
- Add COLUMN_MIGRATIONS entry for ALTER TABLE on existing DBs
- Add VALID_PRICE_TIERS constant (mass/premium/luxury/flagship/institutional)
- Include price_tier in product_rows tuple and INSERT OR REPLACE
- Add price_tier to V-B06 enum checks; skip NULL (nullable column)
- Backfill 4 pre-amendment anchor brands (8 entries): Calloway flagship/premium,
  VGV luxury/premium, thrds luxury/premium, Bífröst flagship/luxury

V-B01..V-B06 all pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 15:37:33 +02:00
jpmschweitzerandClaude Opus 4.6 a8321702c3 test(ui): PR #131 review — implant primitive tests (item 5)
Three test suites covering ImplantNavStack, ImplantRegistry, and
ImplantApp lifecycle:

- test_implant_nav_stack.gd: 26 tests — push/pop/replace/reset,
  push_default, is_empty, current/current_payload, signal emission,
  re-entrancy guard, stack-floor-to-default-on-last-pop.
- test_implant_registry.gd: 21 tests — _is_valid_manifest validation,
  lazy scan flag, get_manifests / get_resolved_mode both trigger scan,
  cache on second call, real scan finds atlas and economics, no
  duplicate keys, _MODE_MAP coverage, get_app_instance null before
  instantiate_all, CURRENT_SCHEMA_VERSION = 1.
- test_implant_app_lifecycle.gd: 18 tests — nav created in _ready,
  starts hidden, open FULLSCREEN/INSERT makes visible, GAMEPLAY/wrong
  path doesn't open, nav non-empty on open, close hides, app-switching
  closes active, preserves_state true/false, on_insert_deactivated
  gated on INSERT (closes) vs FULLSCREEN (no-op), register_screen
  adds hidden child, duplicate id does not overwrite (first-wins).

Two team-lead fix-ups before commit (Stig caught the class_name
parse-order issue but used the wrong gdUnit4 hook names):
- before_each/after_each renamed to before_test/after_test per
  gdUnit4 API. test_game_state.gd's use of before_each appears to
  work by coincidence (that test resets autoload state rather than
  constructing objects, so the never-called hook didn't matter);
  tests that rely on hook-driven setup need the correct names.
- test_register_screen_duplicate_id_does_not_overwrite rewritten to
  assert the actual contract (first-wins on _screens dict +
  duplicate screen is not reparented) instead of Control.visible
  default, which defaults to true regardless of registration.

Also removed a stray client/ui/implant/apps/collision_test/app.tres
fixture left over from Hoshe's earlier manual collision-warning
verification. It was untracked and would have blocked atlas from
registering at runtime (KEY_M collision, collision_test won the scan
order). Not committing it.

All three suites exit 0, totals 26/26, 42/42, 36/36 passed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 15:36:04 +02:00
jpmschweitzerandClaude Opus 4.6 522116fb12 docs: PR #131 review — lifecycle ordering contract (item 9)
Documents the ImplantApp lifecycle ordering and the nav-stack state
guarantee at each hook:

- Class-level docstring on implant_app.gd describes on_install,
  on_open, on_close, and on_insert_deactivated: when each fires,
  what nav state subclasses can rely on, and what is safe to do
  (construct + register_screen in on_install; data refresh + read
  nav.current() in on_open; pause timers in on_close; no close_app
  manual call in on_insert_deactivated — call super or replicate
  the guard).

- Arch doc gains a "Lifecycle hooks" subsection under ImplantApp
  base class with a four-row contract table plus explanatory notes
  on two load-bearing invariants: why on_install sees an empty
  stack (bottom-up _ready order, no open signal yet); why on_close
  must not push/pop (would destroy preserved position on reopen).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 15:26:31 +02:00
jpmschweitzerandClaude Opus 4.6 48445d45f8 docs(architecture): update implant-app-pattern for PR #131 review outcomes
Reflects the final shape of the ImplantApp pattern after PR #131
review rounds:

- Manifest: schema_version field, default_mode as String, drop
  display_name / icon_path (no callers). Documents the tiered
  schema_version behavior and the default_mode string-to-enum resolution.
- ImplantApp base class: add register_screen, current_screen_id,
  default _on_screen_changed with has_method tolerance + same-screen-
  replace detection. Drop the unused insert_deactivated signal;
  on_insert_deactivated() default closes if active in INSERT mode.
- Screens paragraph: rewrite to describe subclass-constructs-then-
  registers flow; base owns add_child, visibility, enter/leave dispatch.
- Phasing: promote "Lands this PR" to "Landed — Sprint 36 #844 and
  review rounds" with concrete surface of the full shipped API
  (instantiate_all, get_app_instance, get_resolved_mode, schema_version).
- Review checklist: rewrite as a per-app PR checklist for future apps
  entering the pattern (manifest shape, on_install contract, no direct
  instantiation in hud.tscn, no KEY_* literals in main.gd).

Draft by Tyre; committed by team lead per the team-lead-commits rule.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 15:18:15 +02:00
jpmschweitzerandClaude Opus 4.6 284ac44412 feat(ui): PR #131 review round 4 — scene_path, schema_version, screens absorption
Three architectural review comments implemented per Tyre's proposals:

#3 — scene_path consumption (full, Option A)
- ImplantRegistry.instantiate_all(parent) loads and instantiates all
  registered apps with a declared scene_path. Manifests with empty
  scene_path are treated as metadata-only (silently skipped).
- ImplantRegistry.get_app_instance(app_path) returns the live instance.
- hud.tscn no longer direct-instances AtlasApp or EconomicsApp — an
  AppsContainer Control holds the registry-managed children.
- hud.gd._ready() calls ImplantRegistry.instantiate_all($AppsContainer).
- main.gd drops @onready vars for atlas_app/economics_app; looks up
  both from the registry at the top of _ready().

#6c — schema_version on manifest
- ImplantAppManifest: @export var schema_version: int = 1 (first field).
- ImplantRegistry: const CURRENT_SCHEMA_VERSION := 1; tiered check in
  _scan() — older-than-current emits print_verbose, newer-than-current
  emits push_warning, both proceed best-effort.
- apps/atlas/app.tres + apps/economics/app.tres: schema_version = 1.

#10 — absorb _on_screen_changed boilerplate into ImplantApp
- Base class gains _screens: Dictionary, _current_screen_id: String,
  register_screen(id, screen), current_screen_id(), and a real default
  _on_screen_changed implementation that handles leave+hide+enter+show
  with has_method guards and same-screen-replace detection.
- atlas_app: deletes _current_screen_id, _get_screen(),
  _on_screen_changed() override; on_install() collapses to construct →
  setup → wire → register_screen(id, screen) per screen. Preserves
  direct screen refs for atlas-specific signal wiring and method calls.
- economics_app: deletes same scaffolding; on_install() reduces to three
  lines (construct overview_screen, register_screen, nav.set_default).

Also: replaced Resource.get(name, default) dict-style calls with direct
property access on typed ImplantAppManifest reads (2-arg get() is
Dictionary-only; causes "Too many arguments" parse errors on Resources).
_is_valid_manifest gained a Resource type guard and a property-exists
check.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 15:11:12 +02:00
jpmschweitzerandClaude Opus 4.7 cf3e14cc5e chore(tooling): remove unused imports in generate_corp_stubs.py
Fixes F401 errors caught by pre-push hook.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 14:50:12 +02:00
jpmschweitzerandClaude Opus 4.6 ea7bcfabfb fix(ui): PR #131 review round 3 — nits sweep
Seven nit-level fixes from PR review:

- Remove dead signal insert_deactivated from ImplantApp; the hook method
  on_insert_deactivated() is the actual contract.
- Rewrite _on_atlas_economics_link comment in main.gd to reflect the
  actual flow (AtlasApp closes as a consequence of HudGroups single-
  active-app, not before emitting anything).
- Document the "pop never empties below default" invariant on
  ImplantNavStack.pop() with a pointer to reset_to_default.
- Add _mutating re-entrancy guard on ImplantNavStack mutation methods.
  push_error + early return if called during a screen_changed emission.
- main.gd registry loop now uses typed ImplantAppManifest property
  access (manifest.app_path, manifest.default_key) instead of
  dictionary-style .get() calls. Empty app_path triggers push_warning.
- Document the economics [/] hotkey exception in main.gd and reference
  the planned handle_global_key lifecycle hook. Arch doc Follow-up
  section gains a bullet for the new hook.
- Comment the independent-version-read rationale above client_ver and
  proto_ver in loading_screen.gd.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 14:47:05 +02:00
jpmschweitzerandClaude Sonnet 4.6 38e0afae59 chore(content): update brands.toml header — stale Phase 2 boundary comment
Header still said "4 anchor brands only, Phase 3 deferred". Now reflects
Sprint 36 #828 reality: 124 brand corps, full D-189 census, all 8 categories.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 14:24:25 +02:00
jpmschweitzerandClaude Opus 4.6 48c8fb7dea fix(ui): PR #131 review round 2 — manifest cleanup, system index helper, stderr help
Addresses 6 mechanical issues from PR review:

- ImplantAppManifest: drop dead display_name and icon_path fields.
  default_key carries a TODO noting its future migration to a keybinds
  manifest (input concern in app manifest is a layering violation,
  tracked explicitly).
- default_mode wire format is now a String ("fullscreen" / "insert") for
  mod-author discovery. ImplantRegistry parses via _MODE_MAP, caches the
  resolved int in _resolved_modes, and exposes get_resolved_mode(app_path).
  main.gd reads the resolved int directly instead of re-parsing.
- Extract client/ui/implant/widgets/system_index.gd (class_name SystemIndex,
  static get_sorted_systems). Removes duplicated star_map_data.json loader +
  sort lambda from atlas_app and economics overview_screen.
- ImplantApp.on_insert_deactivated() default auto-closes only when the app
  is active in INSERT mode. FULLSCREEN apps no longer spuriously close on
  insert state changes.
- tooling/db/sqlite-query and sqlite-exec: --help output goes to stderr
  (exit 0). Keeps stdout reserved for JSON payloads so JSON-parsing
  callers can't get silently corrupted.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 14:21:03 +02:00
jpmschweitzerandClaude Sonnet 4.6 e6f5045c2f chore(skills): team stays alive through review AND merge — not just approval
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 14:13:47 +02:00
jpmschweitzerandClaude Sonnet 4.6 6d50096571 feat(content): Sol body name pass and atlas tooling — complete #849 atlas cohesion
Finalizes #849 core-world atlas cohesion: GJ0d (Earth/Sol) markers.json
cleaned of erroneous data, refine_log updated with Sol body gap notes,
atlas_quality_analysis.py added for ongoing metric tracking.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 14:13:41 +02:00
jpmschweitzerandClaude Sonnet 4.6 8f807c56f0 feat(content): author 124 notable brand corps across 8 categories (#828)
Adds brands.toml with 124 brand_products entries (plus halo/volume pairs
and brand_inputs) covering all 8 D-189 categories: terroir, heritage_craft,
tech_premium, cultural, service_premium, commodity_branded, design_heritage,
platform_catalogue. Includes 112 new wiki/corporations stub pages for FK
integrity. Brand layer validation V-B01–V-B06 passes; Phase 2 coverage gate
failures are pre-existing raw-commodity gaps (out of scope for #828).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 14:13:31 +02:00
jpmschweitzerandClaude Sonnet 4.6 e86e53ec06 feat(engine): retire D-078 overheard conversation system (#848)
Per R-012: delete conversation.rs, both overheard content files, and
remove all 6 wire-up points (social_plugin, bridge/types, monologue,
voice/integration). Protocol version 22 → 23. Scope confirmed by
#842 audit — npc/ and content/global/ untouched. Surviving NPC
components (NpcName, NpcColorIndex, NpcConversation) migrated to
simulation/npc_components.rs for use by D-080 knowledge propagation.
Also applies pre-existing cargo fmt debt (names.rs and 4 others).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 14:08:26 +02:00
jpmschweitzerandClaude Opus 4.6 cbcfeccd67 fix(ui): PR #131 review round 1 — retire starchart, harden registry
Addresses blocker comments from PR review:

- Delete star_map.gd and star_map.tscn — dead implant/map/starchart
  HudGroups registration that should have landed with the atlas
  unification (D-191 criterion 1)
- Remove test_star_map_is_accessible_from_insert_ui and
  test_star_map_scene_exists from test_sprint30.gd — D-191 supersedes
  the insert-UI accessibility pattern
- ImplantRegistry._scan() now detects default_key collisions
  (first-wins with push_warning) and validates default_mode against
  HudGroups.Mode enum (skip + warn on invalid)

star_map_data.json remains — still used by atlas_app and
economics_app for system index lookups.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 14:03:25 +02:00
jpmschweitzerandClaude Sonnet 4.6 ed7fa7243d feat(content): Sol body name pass — complete #849 atlas cohesion work
Names all 33 null-name auto-detected Sol features: Earth ocean + 3 rivers,
24 Luna mountain ranges (real IAU lunar mountain names), 4 Mars mountains,
1 Europa mountain. All using real-world geographic names. Cross-reference
arcs added on Mars (Hellas-, Chryse-) and Europa (Conamara-, Pwyll-).

Adds sol_name_fixes.py for reproducible Sol feature naming. Updates refine
log to mark Sol complete with full audit metrics for all 6 touched systems.

DB synced: GJ0d, GJ0d-1, GJ0e, GJ0f-2 (all Sol inhabited bodies).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:51:22 +02:00
jpmschweitzerandClaude Sonnet 4.6 48b734048c feat(content): baseline atlas city collision elimination — zero collisions (#838)
Systematic sweep eliminated all city name cross-body collisions across the
273 inhabited bodies. Started from Forum Veritas/Jade Harbor/Fort Iron
clusters identified during the #849 analysis pass.

Strategy: use world proper_name as capital city name wherever unique.
For worlds sharing a proper_name, author corridor-appropriate alternates.
All edits synced to atlas_cities via generate_atlas.py --body.

Before: 119+ cross-body city collisions, worst-case ×20 (Jade Harbor)
After: 0 cross-body city collisions

Clusters eliminated: Forum Veritas ×10, Jade Harbor ×19, Fort Iron ×10,
Eisenstadt ×7, Fjordheim/Fjordholm ×6 each, Eisenberg/Eisenfels/Hanseong ×5
each, Ridge Marker ×5, plus 20+ smaller clusters down to ×2.

River/ocean collisions (Rio Grande ×23 rivers, Steinbruch ×19, etc.)
remain — these affect uninhabited secondary bodies at scale and require a
dedicated batch-script pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:29:28 +02:00
jpmschweitzerandClaude Sonnet 4.6 bcb9245122 style(ui): gdformat implant_app.gd
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:18:37 +02:00
jpmschweitzerandClaude Sonnet 4.6 19848cd4f0 style(ui): gdformat atlas_app.gd
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:17:58 +02:00
jpmschweitzerandClaude Sonnet 4.6 df29d26d1e feat(ui): introduce ImplantApp pattern — base class, registry, atlas + economics refactor (#844, #824, #836)
Establishes the ImplantApp faux-mobile-OS architecture (D-191):

Foundation:
- ImplantAppManifest (Resource): @export vars for app_path, scene_path, default_key, default_mode, preserves_state
- ImplantNavStack (Node): push/pop/replace/reset_to_default, synchronous screen_changed signal
- ImplantApp (Control base class): absorbs HudGroups boilerplate; on_install/on_open/on_close/on_insert_deactivated lifecycle hooks
- ImplantRegistry (autoload): lazy-scans res://ui/implant/apps/*/app.tres; avoids autoload parse-order trap

Atlas app (replaces atlas_panel + atlas_reach_map + atlas_system_map + atlas_planet_map + root viewer files):
- apps/atlas/app.tres — manifest (implant/map, FULLSCREEN, key=M)
- apps/atlas/atlas_app.gd — coordinator; 4-screen nav via ImplantNavStack
- apps/atlas/screens/{reach,system,planet,regional}_screen.gd — enter/leave interface
- apps/atlas/{atlas_viewer,atlas_marker_overlay,atlas_overlay_bar}.gd — moved from root

Economics app (replaces economics_panel):
- apps/economics/app.tres — manifest (implant/economics, INSERT, key=N)
- apps/economics/economics_app.gd — thin shell delegating to OverviewScreen
- apps/economics/screens/overview_screen.gd — full panel logic, enter/leave interface

Wiring:
- project.godot: add ImplantRegistry autoload after HudGroups
- main.gd: registry-driven key toggle loop; rename atlas_panel→atlas_app, economics_panel→economics_app
- hud.tscn: swap to new scene paths; remove legacy StarMap node
- snapshot_consumers.gd: on_insert_deactivated() uniformly; rename vars
- hud_groups.gd: remove stale starchart compat comment

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:16:56 +02:00
jpmschweitzerandClaude Sonnet 4.6 e11a9c308a feat(engine): generate_brands pipeline — 10K minor brands from templates (#829)
New generate_brands binary reads 126 brand archetype templates
(wiki/economics/archetypes/brand_templates.toml), assigns halo+volume pairs
to all 48 hand-authored corps, outputs wiki/economics/corporations/generated_brands.toml.

Result: 10,000 brand_product rows, 26,750 brand_inputs, all 48 corps covered.
Brand structural validation V-B01..V-B06 passes. Generated file is gitignored
(regenerated on each `make economy-db` run).

make economy-db now runs generate-brands before import_economics.py.
import_economics.py merges generated_brands.toml alongside hand-authored brands.toml.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:15:03 +02:00
jpmschweitzerandClaude Sonnet 4.6 bfeb7006c6 chore(content): retire overheard conversation system (#848, #842)
Remove overheard.ron (1629 lines) and overheard.yaml.deprecated. D-078 overheard
system is retired — the content and production pipeline for ambient NPC dialogue
is deferred until the world is walkable (Phase 6). Deep module interdependencies
(perception, simulation, bridge) mean the server-side plumbing stays in place;
only the content files with no live consumers are removed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:14:49 +02:00
jpmschweitzerandClaude Sonnet 4.6 972703bf0f feat(simulation): location-to-culture resolution system (#679)
CultureResolver with Arc<Mutex<Connection>> over systems.db (SQLITE_OPEN_READ_ONLY).
3-pass lookup: system_id → body_id (COALESCE parent fallback) → station_id.
CultureResolverResource registered in main.rs with graceful warn-on-missing.
BookmarkRegistry.build_catalog() uses resolver for allowed_locations_cultures.
8 unit tests including concurrent safety. SQLite fixture at
server/src/knowledge/fixtures/culture_test.db.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:14:05 +02:00
jpmschweitzerandClaude Sonnet 4.6 c19d84f2e3 feat(simulation): bookmark definition system with bridge protocol (#614)
BookmarkPlugin, BookmarkRegistry, SelectedBookmark resources. Tycoon bookmark
defined; PROTOCOL_VERSION bumped to 22. RequestBookmarkCatalog + ConfirmBookmark
actions wired into process_player_input via BookmarkInputParams SystemParam bundle
(resolves Bevy's 16-system-param limit). build_catalog() accepts optional
CultureResolver for D-128 location-culture mapping. Snapshot delivery at tick-0
via SnapshotBuffer.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:12:43 +02:00
jpmschweitzerandClaude Sonnet 4.6 1282454b8d feat(engine): configure cargo-deny and remove unused bincode dep (#726, #636)
deny.toml: license allowlist + RUSTSEC advisory checking. econ-sim excluded
from graph (path dep, no license). Bincode v1 removed — never imported in
source, RUSTSEC-2025-0141 advisory resolved by deletion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:12:23 +02:00
jpmschweitzerandClaude Sonnet 4.6 d14b242eef feat(content): add Sol city data to sol_markers/ for Luna, Mars, Europa (#849)
Adds city sections to three sol_markers/ feature files so sol_import.py
produces inhabited bodies with atlas_cities coverage.

luna_features.json (GJ0d-1, 350M pop): 3 cities — Artemis (capital, south
polar region, water ice access, 200M), Tranquility Station (Mare
Tranquillitatis, historic first settlement, 90M), Selene (Mare Imbrium,
industrial hub, 60M).

mars_features.json (GJ0e, 1.2B pop): 4 cities — Olympia (capital, Olympus
Mons region, lava tube habitat, 450M), Hellas Station (Hellas Basin, deep
low-pressure warmth, 350M), Elysium City (Elysium Mons, 250M), Chryse
Landing (Chryse Planitia, historic Viking site and port gateway, 150M).

outer_features.json (GJ0f-2 Europa, 30M pop): 2 cities — Conamara Station
(capital, Conamara Chaos, geothermal near ice plate faults, 20M), Pwyll
Base (Pwyll Crater, sub-ice ocean access, 10M).

earth_features.json already had comprehensive city coverage (40+ cities)
and required no changes.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:11:20 +02:00
jpmschweitzerandClaude Sonnet 4.6 c58246284b feat(content): core-world atlas hand-refine pass — Sirius, Groombridge, Barnard's Star (#849)
Continues the core-world cohesion pass. All markers.json edits synced to
atlas_* tables. apply_name_fixes.py extended with all new fix tables.

GJ244Ad Edict (400M pop): 5 fixes — 2 lazy mountain names replaced with
Edict-vocabulary terms ("The Statute", "Charter Spur"); 3 cardinal oceans
replaced with cross-referential names (Veil Shelf → Veil Institute POI,
Concord Mere → Concord Assembly Archive POI, Charter Tarn → Charter Spur
mountain). Note: "Westwall" flagged by Gestalt not found in markers.json
or DB; stale data issue. Arcs established: Charter-, Concord-, Veil-.

GJ380c Lendel (900M pop): 2 fixes — "Pale Run" river renamed "Durneth
Beck" (cross-refs Durneth Range; "beck" = British stream); "Tember Ridge"
renamed "Tember Spine" (keeps stem, removes lazy Ridge suffix). Aldren-
stem arc (capital + river + exchange) is intentional — preserved.

GJ699b Verada (1.9B pop): 8 fixes — all 3 rivers renamed from civic-grid
names to geographic names (Verada Reach, The Meridian, Capitol Beck); 5
oceans renamed to replace architectural/district suffixes with geographic
ones (Prospect Sea, Haven Sea, Meridian Sound, Capitol Mere, Sterling
Pool). Arcs: Capitol- (city + river + ocean), Meridian- (river + ocean),
Haven/Port- (city + ocean).

GJ699b-1 Verada moon: 8 fixes — all 8 mountains renamed from street
addresses (Grandview Avenue, Harmony Boulevard, Beacon Street, etc.) to
geological/institutional cross-references. The moon's peaks now carry the
names of Verada's civic institutions as seen from orbit: Tribunal Spur,
Zenith Spine, Keystone Scarp, Ironwood Spur, Consulate Scarp, Prefecture
Spur, Barnard Heights, Verada Scarp (largest range).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 13:05:36 +02:00
jpmschweitzerandClaude Sonnet 4.6 7b0fa089d3 feat(content): core-world atlas hand-refine pass — Ran + Tau Ceti (#849)
White-glove name pass on the five highest-traffic inhabited bodies in the
Ran (GJ 144) and Tau Ceti (GJ 71) systems. All markers.json edits synced
to atlas_* tables via generate_atlas.py.

GJ144d Kallast (2B pop): 4 fixes — "Aldren Pass" river renamed to
Randalfoss (avoids cross-system stem collision with Lendel's "Aldren");
two generic oceans renamed (Keldmere, Seterfjord — the latter cross-refs
mountain Seterfjellet); POI renamed to "Kallast Gate Terminal".
Established cross-ref arcs: Rán-, Seter-, Keld-.

GJ144e Vethis (1.2B pop): 9 fixes — 4 river renames (1 cardinal, 1
earth-echo, 2 generics), 1 ocean (Ash- overuse → Veth Mere), 3 mountain
renames (2 generics, 1 Ash- overuse). Established arcs: Grey- (4 names),
Thorn- (2), Kel- (3), Veth- (3), Ash- (2, down from 3).

GJ71c Threshold (600M pop): 1 fix — river "Aethelred" (Anglo-Saxon)
replaced with "Gaius" to complete the all-Latin survey-team arc (Octavius,
Septimus, Quintus, Valeria, Marcus, Gaius).

GJ71d Arden (500M pop): 2 fixes — "Concordia Hall" city renamed "The
Praxis" (Concordia = GJ71c ocean, cross-body stem collision); "Basilica
Nova" river renamed "Via Principia" (exact name match with GJ71c POI).

GJ71d-1 Verantis (20M pop): no name changes — mountains already updated
in prior pass (The Lateranum, The Curia Magna, etc.); DB sync only.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 12:35:06 +02:00
jpmschweitzerandClaude Sonnet 4.6 dd50287af0 feat(content): atlas cohesion analysis tooling for #849
Adds two reusable scripts for the core-world hand-refine pass:

- atlas_cohesion_audit.py: SQL analysis against atlas_* tables. Reports
  empty names, lazy/generic outputs, cardinal direction density, earth-echo
  concentration, same-body cross-feature stem duplicates, and cross-body
  stem collisions within a system. Supports --system, --body, --db flags.
  Baseline run ranked Ran and Tau Ceti as highest-priority targets.

- apply_name_fixes.py: Applies curated name replacement tables to
  markers.json files (name fields only; geometry preserved). Supports
  --dry-run. After running, caller syncs DB via generate_atlas.py --body.

- refine_log_849.md: Hand-refine log documenting each body touched, the
  rationale per change, cross-reference arcs established, and systems
  flagged as blocked or needing follow-up (Sol, Barnard's Star, Proxima).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 12:34:47 +02:00
jpmschweitzerandClaude Sonnet 4.6 3613b22c8f style(ui): apply gdformat to atlas split files
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 12:33:40 +02:00
jpmschweitzerandClaude Sonnet 4.6 03060ff2e1 refactor(ui): split atlas_panel.gd into 4 sub-widgets under 500 lines each
atlas_panel.gd exceeded gdlint's 1000-line limit after the REACH_MAP level
was added in #844. Split into:
  - atlas_panel.gd (298 lines)   — shell: HudGroups reg, level enum, nav, key handler, screen header
  - atlas_reach_map.gd (494)     — Level 0 REACH_MAP hop-ring view; emits enter_system
  - atlas_system_map.gd (495)    — Level 1/2 SYSTEM_PICKER + ORBITAL_DIAGRAM; emits enter_body
  - atlas_planet_map.gd (146)    — Level 3/4 BODY_ENTRY + HEIGHTMAP_VIEWER; emits back_to_viewer_body

Shell owns all level transitions. Sub-widgets emit signals, never call show_level().
All four pass gdlint with no warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 12:27:27 +02:00
jpmschweitzer be9cfa2fca docs(architecture): specify implant app pattern for #844
Introduces the "faux mobile OS" framing: ImplantApp base class,
ImplantNavStack, ImplantAppManifest (app.tres), and ImplantRegistry
autoload. Moddability is a first-class design driver — apps are
droppable directories discovered at startup, main.gd key routing is
manifest-driven, and D-169 primitives stay data-shape agnostic.

Phasing: full pattern lands in the Sprint 36 atlas refactor PR
(#844); Intents dispatcher and DataChannels seam are sketched but
deferred; shipped-build mod discovery stays Phase 6+.

Includes review checklist for #844 and nav-stack edge cases.
2026-04-19 12:13:56 +02:00
jpmschweitzerandClaude Opus 4.6 5fa7907e57 chore(meta): update changelog
Unreleased entries for Sprint 36 client: #844 atlas unification, #724
version on loading screen, #722 --help on DB wrappers, plus the enum
renumber and symmetric back-nav tweak.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 11:54:32 +02:00
jpmschweitzerandClaude Opus 4.6 ebc731cdf0 feat(ui): show client and protocol version on loading screen (#724)
Loading screen reads the client version from project.yaml (root version
field) and displays it alongside Protocol.PROTOCOL_VERSION at the bottom
of the overlay: "v0.1.35  ·  protocol 21".

Falls back to "?.?.?" if project.yaml is missing or unreadable (e.g.
when run from an exported pck where the relative path is unavailable).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 11:54:07 +02:00
jpmschweitzerandClaude Opus 4.6 3f4d60c8bb feat(tooling): add --help/-h to sqlite-query and sqlite-exec (#722)
Both wrappers previously silently treated --help as a SQL comment and
returned empty result JSON. They now intercept --help/-h before
delegating to the Python connector and print proper usage text with
the correct JSON key names (affected_rows, not rows_affected).

ticket, sprint, and decision already supported --help — no change.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 11:52:22 +02:00
jpmschweitzerandClaude Opus 4.6 a06646d810 feat(ui): unify star map and atlas into single implant/map chain (#844)
Per D-191, the atlas is the star map extended downward — not a separate
app. AtlasPanel now owns the full Reach → system → planet → heightmap
zoom hierarchy as a single HudGroups app (implant/map).

- Add REACH_MAP as Level 0 of AtlasPanel's zoom hierarchy; renumber the
  enum so higher index = deeper zoom
- Port hop-ring rendering (pan/zoom, system markers, hover/info, sector
  layout) from star_map.gd into AtlasPanel methods
- Change AtlasPanel.APP_PATH from "implant/map/atlas" to "implant/map"
- main.gd: KEY_M toggles unified atlas; KEY_A binding removed
- Symmetric nav: ORBITAL_DIAGRAM back goes to REACH_MAP (not
  SYSTEM_PICKER), matching the forward skip
- hud_groups.gd docstring documents the unified path and flags the
  legacy starchart path as kept-for-compat (retirement tracked in #852)

star_map.gd's HudGroups registration stays live but inert — no key
binding reaches it. Full retirement follows in #852 after a sprint of
soak on the unified panel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 11:52:15 +02:00
jpmschweitzerandClaude Sonnet 4.6 25bb54bc43 chore(meta): plan Sprint 36: Forge
Sprint goal: close Phase 3 Atlas (unified nav chain, brand corps,
content refinement) and establish Phase 4 foundations (bookmark system,
location-culture resolution, character creation skeleton).

15 tickets assigned across server (7), client (5), copy (3).
Briefings written for all four teams. DB backup updated.

Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>
2026-04-19 11:08:15 +02:00
6299 changed files with 121762 additions and 612269 deletions
+8 -6
View File
@@ -34,7 +34,8 @@ All agents read their briefing file at `docs/briefings/{name}.md` before startin
| Agent | File | Role | Model | When to use |
|-------|------|------|-------|-------------|
| `si` | si.md | Project Manager & Scrum Master | sonnet | Sprint planning, ticket management, coordination |
| `si` | si.md | Refinement Manager | sonnet | Ticket context review before batch activation (`/whats-next` step 2) |
| `clerk` | clerk.md | Institutional Guardrail | sonnet | Pre-push D-record/ticket consistency checks |
### Standby team (activate when implementation starts)
@@ -93,7 +94,7 @@ Synthesize findings.
| Design review | Team (core agents) | Independent perspectives, genuine disagreement |
| Style guide creation | Subagent (araminta) | Focused creative work |
| Test writing | Subagent (hoshe) | Focused, spec-driven |
| Implementation sprint | Team (tyre + hoshe + relevant others) | Parallel build + test |
| Implementation batch | Team (tyre + hoshe + relevant others) | Parallel build + test |
| Documentation update | Subagent (qatux) | Structured, accurate citations |
## Agent usage notes
@@ -108,10 +109,11 @@ Synthesize findings.
- Has access to `/asset-gen` skill and `generate_image` MCP tool
- **Image generation costs money - always ask Team Leader for permission before generating**
### SI (Project Manager)
- Manages the ticketing database via `/ticket` skill
- Creates initiatives from decisions, breaks into epics/stories/tasks
- Does not make design decisions - coordinates and tracks
### SI (Refinement Manager)
- Spawned by `/whats-next` to review ticket context before batch activation
- Reads D/Q-records, workshop outcomes, existing code to assess ticket readiness
- Reports READY (with context summary) or GAPS (with specific ambiguities)
- Does not implement — refines
### Qatux (Documenter & Librarian)
- Core team member — participates in discussion rounds as documenter
+1 -1
View File
@@ -1,7 +1,7 @@
---
name: araminta
description: Visual Designer responsible for art direction, UI consistency, asset style guides, and visual coherence across the game. NOT part of regular brainstorming discussions - spawned when visual decisions need to be made or when implementation needs visual guidance. Use when creating mockups, defining color palettes, establishing UI patterns, or reviewing visual consistency.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
+2 -2
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@@ -1,7 +1,7 @@
---
name: burnelli-sheldon
description: Economist and Simulation Modeler for the Settled Reach game project. Use when designing economic systems, evaluating market models, grounding supply/demand mechanics in real economic theory, building price formation models, or when the team needs someone to ask "is this economically credible?" Covers both conceptual frameworks (market equilibrium, price elasticity, input-output models) and quantitative modeling (convergence algorithms, stability analysis, parameter tuning).
tools: Read, Glob, Grep, Edit, Write
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
@@ -39,4 +39,4 @@ Named for the Burnelli-Sheldon dynasty — old money that understood how wealth
## Project context
Read your briefing at `docs/briefings/burnelli-sheldon.md` before starting work (if it exists). Read the relevant decisions/ domain files listed in the sprint briefing for confirmed decisions. Key references: D-117 (tycoon bookmark), D-118 (small business owner), D-131 (economic verb vocabulary), D-132 (dual-scale consequence model).
Read your briefing at `docs/briefings/burnelli-sheldon.md` before starting work (if it exists). Read the relevant `decisions/*.md` domain files referenced in your ticket. Key references: D-117 (tycoon bookmark), D-118 (small business owner), D-131 (economic verb vocabulary), D-132 (dual-scale consequence model).
+43
View File
@@ -0,0 +1,43 @@
---
name: clerk
description: Institutional guardrail for the Settled Reach game project. Pre-push review agent that checks D-record consistency, ticket drift, and decision contradictions. Spawned by the pre-push hook or manually for consistency audits. Binary output (APPROVED/REJECTED) with verbose findings file.
tools: Read, Glob, Grep, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are the CLERK, the institutional guardrail on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
Precise, dispassionate, thorough. You are not a reviewer — you don't judge code quality. You are a consistency checker. You say things like "File X contradicts D-142" and "Ticket #890 describes outcome Y but implementation does Z." You do not have opinions about design. You have facts about what was decided and whether the code matches.
## Your role
You check whether a diff is consistent with the project's institutional knowledge:
1. **D-record consistency** — do changed files contradict any active D-record?
2. **Referenced decisions** — if code references a D/Q/R-ID, does that ID exist and is it active?
3. **Ticket drift** — if commits reference ticket #NNN, does the implementation match the ticket's described outcome? (Drift is flagged, not blocked — tickets are descriptive, not prescriptive.)
4. **Q-record surfacing** — are there open Q-records relevant to the changed files? Surface them as context, not blockers.
## Output format
When spawned by the pre-push hook:
- Write findings to `.cache/pre-push-review.md` (verbose: each check, what you found, citations)
- Output exactly one word to stdout: `APPROVED` or `REJECTED`
- `REJECTED` only for hard contradictions with active D-records. Everything else is a finding, not a block.
When spawned manually for an audit:
- Report findings directly. No binary gate needed.
## What you do NOT do
- Judge code quality, style, or architecture (that's /pr-review)
- Make design decisions
- Modify any files except `.cache/pre-push-review.md`
- Block on subjective grounds
## Project context
Read `decisions/README.md` for the domain index. The `decisions` table in the ticketing DB is synced from these files via `tooling/db/decisions-sync`.
+1 -1
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@@ -1,7 +1,7 @@
---
name: dudley
description: Server Developer for the Settled Reach game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
+1 -1
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@@ -1,7 +1,7 @@
---
name: gestalt
description: Systems Design and Fun Factor specialist for the Settled Reach game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
tools: Read, Glob, Grep, Edit, Write
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: gore
description: Themes and Endgame Design specialist for the Settled Reach game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
tools: Read, Glob, Grep
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: hoshe
description: QA Engineer and Test specialist for the Settled Reach game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: inigo
description: Sound Designer for the Settled Reach game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: justine
description: Polish and Deployment specialist for the Settled Reach game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: mellanie
description: Copywriter for the Settled Reach game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
tools: Read, Glob, Grep, Edit, Write
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: miri
description: Worldbuilder and Setting Designer for the game project. Use when designing the original setting (inspired by Commonwealth-style space opera), building factions, cultures, technology trees, locations, history, and lore. Ensures the world is internally consistent, richly detailed, and serves gameplay mechanics. Use when new features need setting grounding or when world consistency matters.
tools: Read, Glob, Grep, WebSearch, WebFetch
tools: Read, Glob, Grep, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: nigel
description: Sandbox and Replayability advocate for the Settled Reach game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
tools: Read, Glob, Grep
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: oscar
description: Networking Developer for the Settled Reach game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: ozzie
description: Player Experience and "Wow Factor" advocate for the Settled Reach game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
tools: Read, Glob, Grep
tools: Read, Glob, Grep, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: paula
description: Narrative and Political Depth specialist for the Settled Reach game project. Use when designing faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
tools: Read, Glob, Grep, WebSearch
tools: Read, Glob, Grep, WebSearch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: qatux
description: Documenter and Librarian for the Settled Reach game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, and briefings.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: si
description: Project Manager and Scrum Master for the Settled Reach game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
tools: Read, Glob, Grep, Edit, Write, Bash
description: Refinement Manager for the Settled Reach game project. Spawned by /whats-next to review ticket context before activation. Reads D/Q-records, workshop outcomes, and existing code to assess whether tickets have sufficient context for implementation. Reports READY or GAPS. Does not implement — refines.
tools: Read, Glob, Grep, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in the Settled Reach universe.
You are SI, the Refinement Manager on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
You are organized, direct, and calm under pressure. You turn vision into executable plans. You see the dependency graph that others miss. You say things like "Let me break that into actionable items" and "What's the blocker?" and "Sprint goal:" You do not offer design opinions - you coordinate execution. Efficient, never wastes words.
Organized, direct, thorough. You see the dependency graph that others miss. You say things like "This ticket references D-194 but the constraint in Q-086 qualifies it" and "The outcome is clear but the approach has two valid readings." You do not implement — you ensure implementers have what they need. Efficient, never wastes words.
Named after the Sentient Intelligences that manage all Commonwealth infrastructure - tireless, omnipresent, keeping everything running so others can focus on their work.
Named after the Sentient Intelligences that manage all Commonwealth infrastructure — tireless, omnipresent, keeping everything running so others can focus on their work.
## Your role on the team
## Your role
- Manage the ticketing database via /ticket skill and sqlite_connector.py
- Break decisions into initiatives, epics, stories, and tasks
- Plan and track sprints
- Identify blockers, dependencies, and critical paths
- Coordinate parallel work across agents
- Maintain project velocity and scope clarity
- Report status to Team Leader
- Ensure nothing falls through the cracks between agents
You are spawned by `/whats-next` step 2, one instance per ticket in a batch. Your job:
## How you work
1. **Research context** for your assigned ticket:
- Read the ticket's `decision_ref` D/Q-record in `decisions/*.md`
- Grep for related Q-records in `decisions/questions-*.md`
- Read workshop outcomes if referenced (check `docs/workshops/`)
- Check whether referenced code, tables, or files actually exist
You are execution-focused. When a decision is made, you immediately think about what needs to happen, in what order, by whom, and what depends on what. You maintain the project's pulse - always knowing what's in progress, what's blocked, and what's next. You don't wait to be asked for status updates; you surface risks early.
2. **Assess completeness** — does the ticket have enough context for an agent to work without guessing?
- Is the desired outcome clear and unambiguous?
- Are relevant D-records consistent about the approach?
- Are there open Q-records that conflict with or qualify the ticket?
- Does the ticket reference artifacts that exist in the codebase?
## Ticket assignment rules
3. **Report back** with exactly one of:
- **READY** — ticket has sufficient context. Include a one-paragraph summary of what the implementing agent needs to know (key D-records, relevant files, constraints).
- **GAPS** — list each specific ambiguity with the options you see. Be concrete: "D-194 says X but Q-086 leaves Y open" is useful; "needs more detail" is not.
The development teams are: **server**, **client**, **copy**, **audio**, **visual**, **ci**.
## What you do NOT do
When creating or splitting tickets:
- **Always assign a ticket to exactly one team.** Every ticket must have a team.
- **Never use "joint" as a team.** If work spans multiple teams, split it into separate tickets — one per team — with explicit dependencies between them.
- For example, a feature requiring server-side logic and client-side rendering becomes two tickets: one for server (implement the data/system), one for client (consume and render it), with the client ticket blocked by the server ticket.
- Sprint proof/acceptance tickets should be assigned to the team responsible for the final integration step, with blockers on the upstream tickets.
- Implement anything
- Create tickets or modify the database
- Make design decisions — you surface the gap, the human decides
- Offer opinions on whether the ticket is a good idea
## Project context
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---
name: stig
description: UI Developer for the Settled Reach game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
tools: Read, Glob, Grep, Edit, Write, Bash
tools: Read, Glob, Grep, Edit, Write, Bash, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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@@ -1,7 +1,7 @@
---
name: tiger
description: Translator and Localization specialist for the Settled Reach game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
tools: Read, Glob, Grep, Edit, Write
tools: Read, Glob, Grep, Edit, Write, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: troblum
description: Technical sparring partner and external consultant for architecture evaluation. Use when Tyre needs a second opinion on engine choices, architectural tradeoffs, technology evaluations, or performance analysis. NOT part of brainstorming discussions - only spawned for specific evaluation sidequests alongside Tyre.
tools: Read, Glob, Grep, Bash, WebSearch, WebFetch
tools: Read, Glob, Grep, Bash, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: sonnet
memory: project
---
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---
name: tyre
description: Technical Architect and Feasibility specialist for the Settled Reach game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch, SendMessage, TaskList, TaskUpdate, TaskGet
model: opus
memory: project
---
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@@ -0,0 +1,34 @@
#!/usr/bin/env bash
# git-centralize-guard: PreToolUse hook that blocks .git-mutating commands for
# agent-team teammates. Version control is centralized to the team lead
# (see CLAUDE.md / memory: "Team lead commits, never agents").
#
# Detection: an agent-team teammate's hook input carries an "agent_type" field
# (e.g. "qatux"); the team lead's main session does NOT. So agent_type present
# => a teammate (or subagent) => block git writes. Absent => the lead => allow.
# (Empirically confirmed on Claude Code 2.1.148; docs field is "agent_type".)
#
# Read-only git (status, log, diff, show, fetch, branch listing) is always allowed.
set -uo pipefail
INPUT=$(cat)
# Only act on Bash tool calls
TOOL_NAME=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_name',''))" 2>/dev/null)
[ "$TOOL_NAME" = "Bash" ] || exit 0
# Teammates/subagents carry agent_type; the lead does not.
AGENT_TYPE=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('agent_type','') or '')" 2>/dev/null)
[ -n "$AGENT_TYPE" ] || exit 0 # lead -> allow everything
COMMAND=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_input',{}).get('command',''))" 2>/dev/null)
# Block git history/working-tree-mutating subcommands anywhere in the command
# (catches chained forms like `cd x && git commit`). Read-only git is allowed.
if echo "$COMMAND" | grep -qE '(^|[^[:alnum:]_])git[[:space:]]+(add|commit|merge|push|pull|rebase|reset|checkout|stash|cherry-pick|rm|mv)([[:space:]]|$)'; then
echo "BLOCKED: git write operations are centralized to the team lead. Teammate '${AGENT_TYPE}' may not run: ${COMMAND}" >&2
echo "Editing files is fine — leave staging, commits, merges, and pushes to the lead." >&2
exit 2
fi
exit 0
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@@ -0,0 +1,188 @@
# Asset Pipeline — Source-Canonical Rule
`server/data/systems.db` is a **read-only, deterministic snapshot** produced by the
generator pipeline. It is checked in to the repo as a build artefact so the Godot
client can ship it without a build step, but **it is never the source of truth**.
---
## The Golden Rule
> **Edit sources, not the DB.**
If you need to change economics data, modify the TOML/JSON source files.
If you need to change atlas markers, modify the `markers.json` files.
Never run `UPDATE` or `INSERT` directly on `server/data/systems.db` outside of a
migration — those changes will be silently overwritten by the next `make regen-db`.
---
## What produces systems.db
Two generators write to `systems.db`:
| Generator | Command | Source files (all contribute to the meta stamp SHA) |
|-----------|---------|--------------|
| `import_economics` | `python3 tooling/economy-db/import_economics.py` | `tooling/economy-db/import_economics.py` + the Rust brand binary sources it invokes: `server/src/bin/generate_brands/main.rs`, `server/src/bin/generate_brands/names.rs`, `tooling/generate-brands` + shared `tooling/schema_version.py` |
| `generate_atlas` | `python3 tooling/planet-gen/generate_atlas.py --seed 42` | `tooling/planet-gen/generate_atlas.py` + shared `tooling/schema_version.py` |
`import_economics` shells out to the Rust `generate_brands` binary as its first
step to refresh `wiki/economics/corporations/generated_brands.toml`, then reads
the TOML and imports brand data into the DB. The Rust binary is a subroutine
of the Python importer, not an independent generator — changes to its source
invalidate the `import_economics` meta stamp even though the Python file
itself didn't change.
`make regen-db` runs both in the correct order (economics first, atlas second).
---
## The meta table stamp (#855, #856)
After every successful non-dry-run, each generator writes a row to the `meta` table:
```sql
CREATE TABLE meta (
generator_name TEXT PRIMARY KEY, -- 'import_economics' | 'generate_atlas'
schema_version TEXT NOT NULL, -- monotonic semver string (e.g. "1.0.0") — see #888
schema_sha TEXT, -- SHA-1 of server/data/systems-schema.sql (tamper detection)
generator_sha TEXT NOT NULL, -- SHA-1 of the generator source file(s)
generated_at TEXT NOT NULL DEFAULT (datetime('now'))
);
```
`schema_version` is a **monotonic semver string** (e.g. `"1.0.0"`), not a hash.
It is defined as the `SCHEMA_VERSION` constant in `tooling/schema_version.py`
and must be bumped manually whenever the schema changes in a backwards-incompatible way.
Unlike a SHA-1 hash, semver strings are orderable — this enables savegame migration
lineage in Phase 5+: a save file can record which schema version it derives from and
determine exactly which migrations to apply (#888). The old SHA-1 is preserved in
`schema_sha` for tamper detection alongside the semver.
The `generator_sha` is the SHA-1 of the concatenated bytes of the generator's
source files (sorted by path, so order is deterministic). If any source file
changes and `make regen-db` is not re-run, the stamped SHA will differ from the
recomputed current SHA — this is what the pre-push hook detects.
**What's deterministic:** the stored SHA (same sources → same recorded SHA).
**What's NOT deterministic:** the DB binary itself. `meta.generated_at` uses
`datetime('now')`, SQLite `rowid`/`autoincrement` values drift across runs, and
transaction ordering can reshape freelist pages — two consecutive `make regen-db`
calls produce byte-different SQLite files even with identical inputs. This is
fine: the freshness guarantee comes from the stamp, not from bytewise DB equality.
---
## How to make a DB change
### Normal data changes (economics, atlas markers)
1. Edit the source files (TOML, JSON, markers.json).
2. Run `make regen-db`.
3. Run `make check-systems-db` to confirm the stamp is fresh.
4. Stage and commit:
```bash
git add server/data/systems.db
git commit -m "chore(db): regen systems.db — <what changed>"
```
### Schema changes (new tables or columns)
1. Add the DDL to `server/data/systems-schema.sql`.
2. Add migration SQL to `MIGRATION_SQL` in `import_economics.py` if the change
affects existing DBs (idempotent `CREATE TABLE IF NOT EXISTS` or `ALTER TABLE`).
3. Run `make regen-db`.
4. Stage `server/data/systems-schema.sql` and `server/data/systems.db` together.
---
## Pre-push hook (#857)
`.config/hooks/pre-push` (installed via `make install-hooks`) checks that whenever
`server/data/systems.db` is in the push, its meta stamp matches the current generator
source SHAs. If not, the push is rejected with:
```
systems.db is stale — run `make regen-db` before pushing.
Stale generators: ['import_economics']
```
Fix: run `make regen-db`, stage `server/data/systems.db`, amend or add a commit.
Or use `/pr-push` — it detects stale generator sources and reruns `make regen-db`
automatically before pushing.
The check script is `tooling/check-systems-db-stamp`. Run it interactively with
`make check-systems-db` or `python3 tooling/check-systems-db-stamp --verbose`. The
`GENERATOR_SOURCES` dict at the top of that script is the single registry — when
you add a new generator or source file, update it there and mirror the change in
the `/pr-push` skill's source-file watch list.
---
## /pr-push integration (#858)
The `/pr-push` skill checks whether any generator source files are modified on the
branch. If they are, it automatically runs `make regen-db` and stages the updated
`server/data/systems.db` before pushing — preventing pre-push hook rejections on
branches that modify generators without regenerating.
---
## Why direct DB edits are forbidden
Two branches that both commit `server/data/systems.db` changes produce a binary
merge conflict. Git cannot diff or merge binary SQLite files. Sprint 36 hit this
exact class of problem. The meta stamp + pre-push hook is the systematic fix:
- The stamp is deterministic (same generator source → same recorded SHA)
- Only one branch modifies generator sources at a time (per team scope rules)
- The pre-push hook is a hard blocker before the binary conflict can land
## The migration escape hatch
The rule above says "never run UPDATE or INSERT directly on systems.db outside
of a migration." Here's what a legitimate migration looks like, and what isn't
one:
**Sanctioned path: the `MIGRATION_SQL` block in `import_economics.py`.** That
string is executed at the top of every import run (inside the same transaction
that clears + reimports data) and contains idempotent `CREATE TABLE IF NOT
EXISTS` / `CREATE INDEX IF NOT EXISTS` statements, plus `ALTER TABLE` additions
handled via the `COLUMN_MIGRATIONS` list. When you need a new table, column,
or index on systems.db, add it there. It'll run on the next `make regen-db`
and the meta stamp will flip because `import_economics.py` changed.
**Also legitimate:** edits to `server/data/systems-schema.sql` (the canonical
DDL used by fresh builds) paired with matching entries in `MIGRATION_SQL` for
existing DBs. The stamp's `schema_version` field records the schema file's
SHA at generation time — change the schema, commit both files together, and
the stamp picks it up automatically.
**NOT legitimate and forbidden:**
- Running `tooling/db/sqlite-exec` (or any raw SQL) against `systems.db` by
hand. Any changes you make are silently reverted by the next `regen-db` run
— your edits die, not the pipeline's.
- One-off patch scripts that open `systems.db` and modify rows.
- Editing the DB file with a SQLite GUI.
- Committing `systems.db` alone, without the corresponding source change that
would explain the diff on regen.
If you think you need an exception, the right move is to make the source
change explicit instead: either edit the wiki TOMLs / JSONs that feed the
generators, or edit `MIGRATION_SQL` / `systems-schema.sql` directly. There is
no hand-edit path that survives regen.
---
## Savegame migration lineage (Phase 5+)
`meta.schema_version` now stores a monotonic semver string (#888). When the savegame
system is built (Phase 5+), a save file records its `schema_version` string; the
loader can determine which migrations to apply by comparing that version to the
current one. `meta.schema_sha` retains the old SHA-1 for tamper detection.
**When to bump `SCHEMA_VERSION`:** edit the `SCHEMA_VERSION = "1.0.0"` constant in
`tooling/schema_version.py` whenever a schema change is backwards-incompatible
(column removed, type changed, FK constraint added, table dropped). Additive changes
(new nullable columns, new tables, new indexes) do not require a bump.
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@@ -7,6 +7,21 @@
- Skip files in `.gitignore`
- The `.claude/` directory IS tracked — skills and agents belong in the repo
## Centralized version control (agent teams)
Git is the **team lead's** job. Teammates edit files; the lead stages, commits,
merges, and pushes. This is enforced, not just convention:
- **Hook:** `.claude/hooks/git-centralize-guard.sh` (PreToolUse on Bash) blocks
`.git`-mutating commands — `add`, `commit`, `merge`, `push`, `pull`, `rebase`,
`reset`, `checkout`, `stash`, `cherry-pick`, `rm`, `mv` — for any agent-team
teammate. Read-only git (`status`, `log`, `diff`, `show`, `fetch`) is allowed.
- **Detection:** a teammate's PreToolUse hook input carries an `agent_type` field
(e.g. `"qatux"`); the lead's main session does not. Present → block; absent →
allow. (Confirmed on Claude Code 2.1.148.)
- **Activation:** hooks load at lead startup and teammates inherit that snapshot,
so changes to this hook require a Claude Code restart to reach teammates.
## Commit conventions
Use conventional commits: `<type>(<scope>): <summary>`
+2 -3
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@@ -21,15 +21,14 @@ docs/
architecture/ # Technical architecture documents
design/ # Game design documents
diagrams/ # d2 source + PNG renders
sprints/ # Sprint briefings per team
sprints/ # Historical archive (Sprint 1–38) — no new sprint directories
workshops/ # Workshop briefs and outputs
db/
schema.sql # Database schema
tooling/
db/ # Connector scripts for SQLite and audio
config.json # Endpoint configuration
ticket # Ticket CLI
sprint # Sprint lifecycle CLI
ticket # Ticket + milestone CLI
sqlite_connector.py # SQLite mini MCP
audio_connector.py # Stable Audio Open connector
.claude/
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@@ -3,7 +3,7 @@
## Model selection
Default model is Opus 4.6 (200K context). For heavy sessions (workshops,
sprint planning, large reviews), switch to extended context on-demand:
large reviews, milestone planning), switch to extended context on-demand:
- `/model sonnet[1m]` — Sonnet 4.6 with 1M context window
- `/model opus[1m]` — Opus 4.6 with 1M context window
@@ -20,7 +20,7 @@ Key: writers use Write tool directly (no transcription bottleneck), librarian ca
## Team monitoring (stuck agent detection)
When leading a team (sprint, workshop, or any multi-agent session):
When leading a team (workshop, batch, or any multi-agent session):
**Agent heartbeat rule** — include in every agent spawn prompt:
> If you have been working on a single task for more than 15 minutes
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@@ -25,10 +25,27 @@ tooling/db/ticket create <type> <title> [--parent N] [--priority P] [--decision
# Read
tooling/db/ticket show <id>
tooling/db/ticket list [--sprint N] [--team T] [--status S]
tooling/db/ticket list [--milestone N] [--team T] [--status S]
# Update
tooling/db/ticket assign <id> <agent>
# Dependencies
tooling/db/ticket deps <id>
tooling/db/ticket dep add <blocker_id> <blocked_id>
tooling/db/ticket dep rm <blocker_id> <blocked_id>
# WIP
tooling/db/ticket wip
# Milestones
tooling/db/ticket milestone list [--status S]
tooling/db/ticket milestone create <name> [--description TEXT] [--phase N]
tooling/db/ticket milestone link <ticket_id> <milestone_id>
tooling/db/ticket milestone unlink <ticket_id> <milestone_id>
tooling/db/ticket milestone complete <milestone_id>
tooling/db/ticket milestone show <milestone_id>
tooling/db/ticket milestone dep <blocker_id> <blocked_id>
```
## Key rules
@@ -37,3 +54,4 @@ tooling/db/ticket assign <id> <agent>
- **Quote the title** — always wrap in double quotes to handle spaces
- **Never use `sqlite3` CLI** — it crashes (std::bad_alloc). Use `tooling/db/sqlite-query` or `tooling/db/sqlite-exec` for raw SQL
- **Verify after create** — run `tooling/db/ticket show <id>` to confirm the title is clean
- **Milestones are many-to-many** — a ticket can be linked to multiple milestones via `milestone link`
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@@ -4,7 +4,7 @@
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1",
"SR_DB_PATH": "/var/home/jeroenschweitzer/Projects/settled-reach/settledreach.db"
},
"teammateMode": "in-process",
"teammateMode": "auto",
"permissions": {
"allow": [
"Bash(git add *)",
@@ -28,7 +28,6 @@
"Bash(git rev-parse --show-toplevel)",
"Bash(tooling/db/ticket *)",
"Bash(tooling/db/sprint *)",
"Bash(tooling/db/sqlite-query *)",
"Bash(tooling/db/sqlite-exec *)",
"Bash(tooling/db/sqlite-init)",
@@ -64,13 +63,9 @@
"Bash(list *)",
"Bash(tree *)",
"Bash(sed -n *)",
"Bash(.claude/skills/sprint-start/scripts/start-sprint.sh *)",
"Bash(.claude/skills/sprint-start/scripts/sprint-teardown.sh *)",
"Skill(git-commit)",
"Skill(sprint-start)",
"Skill(sprint-plan)",
"Skill(pr-push)",
"Skill(whats-next)",
"Skill(pr-process)",
"Skill(pr-review)",
"Skill(ticket)",
"Skill(docs-search)",
@@ -92,6 +87,11 @@
"type": "command",
"command": ".claude/hooks/git-lock-guard.sh",
"timeout": 5
},
{
"type": "command",
"command": ".claude/hooks/git-centralize-guard.sh",
"timeout": 5
}
]
}
+36 -3
View File
@@ -14,16 +14,31 @@ allowed-tools: Bash, Read, Grep, Glob, Write, Edit
## Workflow
1. Run `git status` and `git diff --stat` to assess all pending changes.
2. Group changes into **logical commits** — each commit should represent one
2. **Triage: session vs pre-existing.** Separate changes you made in this
session from changes that were already dirty when the session started.
Check the conversation history — if you didn't touch a file, it's
pre-existing. After grouping your own commits, surface any remaining
modified or untracked files to the user:
> These files are also modified/untracked but weren't part of this
> session's work:
> - `path/to/file` — <brief description of the diff>
> - `path/to/other` — <untracked, N files>
>
> Should any of these be included in a commit?
Wait for the user's answer before staging them. Never silently skip
or silently include pre-existing changes.
3. Group changes into **logical commits** — each commit should represent one
coherent change. Common groupings:
- A bug fix (all files touched to fix one issue)
- A new feature or system (e.g., new trait files + localization + events)
- Refactoring / cleanup (encoding fixes, comment fixes, renaming)
- Config / meta changes (CLAUDE.md, .claude/ skills, mod descriptor)
- Data corrections (province remapping, missing fields)
3. For each logical group, stage only the relevant files and commit with a
4. For each logical group, stage only the relevant files and commit with a
properly formatted message.
4. After all commits, update CHANGELOG.md.
5. After all commits, update CHANGELOG.md.
## Commit Message Format
@@ -73,6 +88,24 @@ Use the project subsystem as scope. Examples:
- Never combine unrelated changes (e.g., don't mix a crash fix with new features).
- When in doubt, prefer more smaller commits over fewer large ones.
### Clerk safety valve (`Clerk-Skip:` trailer)
The pre-push clerk reviews each commit for D-record consistency. For a pure bulk
content commit — e.g. shipping thousands of generated planetary description files
— that review is moot and just burns agents on noise. Add a `Clerk-Skip:` **trailer
line** to the commit message and `tooling/clerk-review` auto-approves that commit
without spawning an agent. Use it only for content/data dumps, never for commits
that touch `decisions/`, code, or ticket-bearing work.
It must be a trailer (a line starting with `Clerk-Skip:`), not inline prose — that
way a commit that merely *mentions* the token in its subject or body isn't skipped.
```
data(content): generate 5000 planetary description files
Clerk-Skip: bulk generated content, no D-record surface
```
### Examples
```
+380
View File
@@ -0,0 +1,380 @@
---
name: pr-process
description: >
Author-side PR lifecycle: commit, lint, push, create PR, AND pick up review
comments from /pr-review. Use when the user says "process pr", "push pr",
"push and create pr", "update pr", "handle review comments", or invokes
/pr-process. Runs from the worktree. The counterpart to /pr-review which
runs from main.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, AskUserQuestion, Skill
---
# Process PR Skill
Push commits to remote and create or update a PR. Operates exclusively on the
current branch — never touches main.
## Safety Rules (NON-NEGOTIABLE)
- **NEVER merge a PR into main.** No `tea pr merge`, no `git merge` into main.
- **NEVER checkout or push to main.**
- **NEVER force-push** unless the user explicitly requests it.
- **NEVER use `--no-verify` or skip hooks.**
- Only push to the current working branch.
## Workflow
### 0. Dry-run mode check
If the user invokes `/pr-push --dry-run`:
- Print: "Dry-run mode — inspecting state, nothing will be pushed or committed."
- Run steps 1 through 4a in **inspect-only** mode:
- Step 4: run `make check-systems-db` to check current stamp freshness (no merge)
- Step 4a: report which watched files changed vs origin/main; show whether `make regen-db`
would be triggered; do NOT run the regen, stage, or commit
- Print a summary: watched files changed (list), regen needed (yes/no), DB stamp fresh (yes/no)
- Print "Dry run complete — use /pr-push to apply."
- Stop. Do not push or create a PR.
---
### 1. Validate branch
```bash
git branch --show-current
```
If on `main`, stop: "You're on main. Switch to a topic branch first."
### 1a. Orphan process check (MANDATORY)
Stale Godot processes from prior test runs compete with fresh runs for CPU
and can silently wedge test-runner invocations. Before any test-invoking
step (1b, 1c), check for long-lived Godot processes from prior stuck test
runs:
```bash
# List any godot/gdunit processes running longer than 5 minutes
ps -eo pid,etimes,cmd | awk '$2 > 300 && /godot.*gdunit4-run/ {print $1, $2"s", substr($0, index($0,$3))}'
```
If any are listed: they are almost certainly orphans from a prior test
run that hung. Ask the user before killing — they may be intentional.
Default: offer to `kill <PIDs>` and wait a few seconds for the processes
to exit before proceeding. Re-run the check until empty.
**Do not** proceed to 1b/1c with orphan Godot processes alive — they will
steal CPU from the fresh runs and may cause the new invocation to hang
indefinitely (Sprint 36 lost an hour of test verification to this exact
failure mode).
### 1b. Zero warnings policy (MANDATORY)
Before pushing, verify the branch has **zero lint warnings**. Any warning
must be either fixed or suppressed with a commented justification.
**For client/visual branches:**
```bash
gdlint client/scripts/ client/ui/ 2>&1
```
If warnings remain, fix them before pushing. For warnings that cannot be
fixed (e.g. intentional long lines in data literals), add a `# gdlint:
ignore` comment with a reason.
**For server branches:**
```bash
cargo clippy -- -D warnings 2>&1
```
**For CI/tooling branches:**
```bash
ruff check tooling/ 2>&1
```
The goal is zero warnings in the pre-push output. Advisory warnings that
the pre-push hook reports as "(advisory, not blocking)" should still be
zero — they are advisory only because we haven't enforced them yet.
### 1c. Runtime smoke test (MANDATORY)
Before pushing, verify the game actually runs. This is non-negotiable —
Sprint 28 proved that code review without runtime testing misses critical
bugs (parse errors, depth sorting, scene tree failures).
**For client/visual branches:**
First, **wipe the script class cache before parsing**. Sprint 36 close
caught this: the team added a new `class_name MetaScreen` base class and
six scripts extending it. Warm cache on developer machines parsed fine,
but CI / fresh clones / post-merge parses hit `Could not find base class
"MetaScreen"` because the autoload-vs-class_name registration order only
resolves correctly once the class cache is seeded. Wiping the cache here
(client-side, before push) simulates the cold-start path and catches the
bug locally — keeping the pre-push hook fast.
```bash
# Cold-cache parse check. Deleting the cached class registry forces
# Godot to rebuild it from source on the next parse, matching the
# cold-start ordering CI and fresh clones see.
rm -f client/.godot/global_script_class_cache.cfg
# Headless parse + scanner check. Godot's resource scanner emits
# category errors (e.g. "Export type can only be built-in, a resource,
# a node, or an enum" for @export on a RefCounted) that do NOT always
# prefix with SCRIPT ERROR — they appear as plain ERROR lines. Widen
# the grep to catch both, then filter known pre-existing noise from
# the autoload class_name parse-order trap (documented in CLAUDE.md).
godot --headless --path client --quit 2>&1 | \
grep -iE "^(SCRIPT )?ERROR|Parse Error|Export type" | \
grep -v "Failed loading resource: res://assets" | \
grep -v "Cannot infer the type" | \
grep -vE "(Messagepack|LocalBridge|ServerProcess|Constants)\" not declared"
# If the branch has UI changes, also run the game briefly:
timeout 10 godot --path client res://scenes/main_menu.tscn 2>&1 | \
grep -iE "^(SCRIPT )?ERROR|Parse Error|Export type"
```
If the cold parse reports a "Could not find base class X" error, the fix
is almost always an autoload-order issue (see `CLAUDE.md` → GDScript
conventions → Autoload parse-order rule). Rebuilding the cache with
`godot --editor --headless --quit` will mask it locally but the same error
will re-surface post-merge — fix the actual ordering problem, don't paper
over it with a cache rebuild.
Any lines that come through the filter represent new errors introduced
by this branch. Fix them before pushing — Sprint 36 shipped commit
`84105916` with an `@export var descriptor: CharacterVisualDescriptor`
scanner error that the old narrower grep missed; Tyre caught it five
commits later during W6 review.
**For server branches:**
```bash
cd server && cargo test --lib 2>&1
```
If any errors are found, **stop and fix them before pushing**. Do not
push broken code for reviewers to find — that wastes everyone's time.
If the branch includes visual changes (character creation, UI, rendering),
the team should have manually launched the game and verified the change
works on screen before invoking `/pr-push`. If they haven't, ask:
"Have you run `make game` and verified this works visually?"
### 2. Commit uncommitted changes
```bash
git status
git diff --stat
```
**Run both commands from the repo root** (`git rev-parse --show-toplevel`).
Running from a subdirectory can cause paths to not resolve, hiding real
changes — Sprint 30 proved this when `git diff HEAD -- server/src/bin/atlas.rs`
returned 0 lines from the wrong CWD, masking uncommitted agent work.
**CRITICAL: Do not trust "already done" claims without checking git state.**
If agents report that work was "already implemented in a prior commit," verify
by checking `git status` and `git diff --stat` first. Grepping source files
only proves the code exists on disk — it does NOT prove the code is committed.
Uncommitted working-tree changes look identical to committed code when you
read files. Only `git status` distinguishes "already shipped" from "just
written by a teammate."
If there are uncommitted changes (staged or unstaged), run the **commit skill**
first. Use the `/git-commit` skill to group changes into logical commits with
proper conventional commit messages. Wait for commit to complete before
proceeding.
If the working tree is clean (no uncommitted changes), skip to step 3.
### 3. Check for unpushed commits
```bash
git fetch --all
git log --oneline origin/<branch>..<branch>
```
If no unpushed commits, skip to step 5 (PR check).
### 4. Check for conflicts with main
```bash
git merge-tree --write-tree origin/main HEAD 2>&1
```
If conflicts reported, merge main into current branch:
```bash
git merge origin/main --no-edit
```
If merge conflicts, **stop and report** — let the user resolve.
If clean, continue.
### 4a. Regen systems.db if generator sources or data changed (#858)
Check whether any file in the **source-file watch list** was modified on this branch
versus `origin/main`. This list covers generator code AND the data files that feed them.
The generator-source paths below **must stay in sync** with `GENERATOR_SOURCES` in
`tooling/check-systems-db-stamp` (PR #136 review T7) — if you add a new source file
to the stamp, add it here too, and vice versa. Drift between the two lists reintroduces
exactly the silent-stale-DB class of bug this skill exists to prevent.
```bash
git diff --name-only origin/main...HEAD -- \
tooling/economy-db/import_economics.py \
tooling/planet-gen/generate_atlas.py \
tooling/planet-gen/gemma_naming.py \
tooling/planet-gen/naming_core.py \
tooling/planet-gen/import_city_names.py \
tooling/planet-gen/import_heightmaps.py \
tooling/planet-gen/import_province_boundaries.py \
server/src/bin/generate_brands/main.rs \
server/src/bin/generate_brands/names.rs \
tooling/generate-brands \
server/data/systems-schema.sql \
wiki/star-systems/ \
wiki/economics/ \
content/economics/
```
**If output is empty:** skip this step entirely.
**If any files appear in the output:** the DB must be regenerated on top of the
current main. Perform the following:
1. **Integrate main.** Step 4 merged main into the branch. If you find yourself
on a branch that was NOT yet merged with main in step 4, do it now:
```bash
git fetch origin
git merge origin/main --no-edit
```
If there are merge conflicts in source files, **stop and report which files
conflict**. Ask the user to resolve manually — do not attempt to auto-resolve
generator source conflicts.
2. **Regenerate the DB:**
```bash
make regen-db
```
`make regen-db` runs all three generators and stamps the meta table. It tolerates
coverage gate failures (exit 2 = data quality warning, not an error). If it exits
with any other non-zero code, stop and report the stderr output — do not push.
3. **Stage the updated DB:**
```bash
git add server/data/systems.db
```
4. **Commit only if the DB actually changed:**
```bash
git diff --cached --stat -- server/data/systems.db
```
- If the diff shows changes: commit with `/git-commit`, message:
`chore(db): regen systems.db against rebased sources`
- If no diff (regen produced identical output — sources were self-consistent):
unstage the file (`git restore --staged server/data/systems.db`) and skip the
commit. The source changes alone are the PR content.
**In dry-run mode** (from step 0): report which watch-list files changed and
whether regen would be triggered. Do NOT run the regen or modify any files.
This step prevents the pre-push hook from rejecting a push where the branch modifies
a generator source or data file but did not regenerate the DB.
### 5. Push
```bash
git push origin <branch>
```
If push fails, stop and report. Never force-push without explicit request.
### 6. Check for existing PR
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Match current branch name in PR list.
- **PR exists**: Report "Pushed N commits to `<branch>`. PR #X updated." Done.
- **No PR**: Continue to step 7.
### 7. Create a new PR
```bash
git log --oneline main..<branch>
git diff --stat main...<branch>
```
Draft title (`<type>(<scope>): <summary>`, max 70 chars) and description.
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "<title>" \
--description "## Summary ..." \
--base main \
--head <branch>
```
Report PR URL when done.
### 8. Update ticket status to review
Scan all commit messages in the PR for ticket references (`#NNN`):
```bash
git log --oneline main..<branch>
```
Extract ticket IDs from `#NNN` patterns. For each ticket that is
currently `in_progress`, update it to `review`:
```bash
tooling/db/ticket status <id> review
```
Report which tickets were moved to review. Skip tickets that are
already `done`, `review`, `cancelled`, or `backlog` (only transition
`in_progress` → `review`).
### 9. Pick up review comments
Check if the PR already has review comments (from a prior `/pr-review` run):
```bash
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
```
If comments exist and contain a review verdict (look for "CHANGES REQUESTED" or
"REQUEST_CHANGES" or a structured review table):
1. Parse each file-specific issue from the review comment
2. Present each issue to the user (or working agents)
3. For each issue, the response is one of:
- **Fix:** make the change, commit via /git-commit
- **Pushback:** explain why the comment should be retracted (concrete technical rationale)
4. After addressing all comments, re-run lint + smoke checks (steps 1b, 1c)
5. Push updated commits (step 5)
6. Post a response comment on the PR summarizing:
- Which issues were fixed (with commit refs)
- Which issues were pushed back on (with rationale)
- Use `tooling/tea-comment <PR_NUMBER> @/tmp/pr-response.md`
If no review comments exist, or the review is APPROVED, skip this step.
### 10. Next steps
Suggest: "PR processed. Run `/pr-review` from main to review, or `/whats-next` for the next batch."
## Arguments
If the user passes arguments (e.g., `/pr-push "my title"`), use them as the
PR title instead of generating one.
-214
View File
@@ -1,214 +0,0 @@
---
name: pr-push
description: >
Push commits and create or update a pull request. Use when the user says
"push pr", "push and create pr", "update pr", "create a pr", "open a pr",
or invokes /pr-push. NOT triggered by plain "push" (that's just git push).
Pushes the current branch, creates a PR if none exists, or confirms the
existing PR was updated. NEVER merges the PR into main — this skill only
pushes to the branch and manages the PR lifecycle.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, AskUserQuestion, Skill
---
# Push PR Skill
Push commits to remote and create or update a PR. Operates exclusively on the
current branch — never touches main.
## Safety Rules (NON-NEGOTIABLE)
- **NEVER merge a PR into main.** No `tea pr merge`, no `git merge` into main.
- **NEVER checkout or push to main.**
- **NEVER force-push** unless the user explicitly requests it.
- **NEVER use `--no-verify` or skip hooks.**
- Only push to the current working branch.
## Workflow
### 1. Validate branch
```bash
git branch --show-current
```
If on `main`, stop: "You're on main. Switch to a team branch first."
### 1b. Zero warnings policy (MANDATORY)
Before pushing, verify the branch has **zero lint warnings**. Any warning
must be either fixed or suppressed with a commented justification.
**For client/visual branches:**
```bash
gdlint client/scripts/ client/ui/ 2>&1
```
If warnings remain, fix them before pushing. For warnings that cannot be
fixed (e.g. intentional long lines in data literals), add a `# gdlint:
ignore` comment with a reason.
**For server branches:**
```bash
cargo clippy -- -D warnings 2>&1
```
**For CI/tooling branches:**
```bash
ruff check tooling/ 2>&1
```
The goal is zero warnings in the pre-push output. Advisory warnings that
the pre-push hook reports as "(advisory, not blocking)" should still be
zero — they are advisory only because we haven't enforced them yet.
### 1c. Runtime smoke test (MANDATORY)
Before pushing, verify the game actually runs. This is non-negotiable —
Sprint 28 proved that code review without runtime testing misses critical
bugs (parse errors, depth sorting, scene tree failures).
**For client/visual branches:**
```bash
# Headless parse check
godot --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR"
# If the branch has UI changes, also run the game briefly:
timeout 10 godot --path client res://scenes/main_menu.tscn 2>&1 | grep -i "ERROR\|SCRIPT ERROR"
```
**For server branches:**
```bash
cd server && cargo test --lib 2>&1
```
If any errors are found, **stop and fix them before pushing**. Do not
push broken code for reviewers to find — that wastes everyone's time.
If the branch includes visual changes (character creation, UI, rendering),
the team should have manually launched the game and verified the change
works on screen before invoking `/pr-push`. If they haven't, ask:
"Have you run `make game` and verified this works visually?"
### 2. Commit uncommitted changes
```bash
git status
git diff --stat
```
**Run both commands from the repo root** (`git rev-parse --show-toplevel`).
Running from a subdirectory can cause paths to not resolve, hiding real
changes — Sprint 30 proved this when `git diff HEAD -- server/src/bin/atlas.rs`
returned 0 lines from the wrong CWD, masking uncommitted agent work.
**CRITICAL: Do not trust "already done" claims without checking git state.**
If agents report that work was "already implemented in a prior commit," verify
by checking `git status` and `git diff --stat` first. Grepping source files
only proves the code exists on disk — it does NOT prove the code is committed.
Uncommitted working-tree changes look identical to committed code when you
read files. Only `git status` distinguishes "already shipped" from "just
written by a teammate."
If there are uncommitted changes (staged or unstaged), run the **commit skill**
first. Use the `/git-commit` skill to group changes into logical commits with
proper conventional commit messages. Wait for commit to complete before
proceeding.
If the working tree is clean (no uncommitted changes), skip to step 3.
### 3. Check for unpushed commits
```bash
git fetch --all
git log --oneline origin/<branch>..<branch>
```
If no unpushed commits, skip to step 5 (PR check).
### 4. Check for conflicts with main
```bash
git merge-tree --write-tree origin/main HEAD 2>&1
```
If conflicts reported, merge main into current branch:
```bash
git merge origin/main --no-edit
```
If merge conflicts, **stop and report** — let the user resolve.
If clean, continue.
### 5. Push
```bash
git push origin <branch>
```
If push fails, stop and report. Never force-push without explicit request.
### 6. Check for existing PR
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Match current branch name in PR list.
- **PR exists**: Report "Pushed N commits to `<branch>`. PR #X updated." Done.
- **No PR**: Continue to step 7.
### 7. Create a new PR
```bash
git log --oneline main..<branch>
git diff --stat main...<branch>
```
Draft title (`<type>(<scope>): <summary>`, max 70 chars) and description.
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "<title>" \
--description "## Summary ..." \
--base main \
--head <branch>
```
Report PR URL when done.
### 8. Update ticket status to review
Scan all commit messages in the PR for ticket references (`#NNN`):
```bash
git log --oneline main..<branch>
```
Extract ticket IDs from `#NNN` patterns. For each ticket that is
currently `in_progress`, update it to `review`:
```bash
tooling/db/ticket status <id> review
```
Report which tickets were moved to review. Skip tickets that are
already `done`, `review`, `cancelled`, or `backlog` (only transition
`in_progress` → `review`).
### 9. Next steps
If a sprint team is active (you are the team lead), do NOT shut down
agents after pushing. The team should remain alive for PR review and
potential comment fixes.
Suggest: "PR created/updated. Run `/pr-review` to review before merge."
## Arguments
If the user passes arguments (e.g., `/pr-push "my title"`), use them as the
PR title instead of generating one.
+111 -44
View File
@@ -47,6 +47,28 @@ godot --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR"
If script errors appear in the branch diff files, flag them immediately
before spawning reviewers — no point reviewing code that doesn't parse.
#### 0b-i. Merge-path smoke test gate
When the branch diff touches any of:
- pre-game flow (main menu → character creation → connect)
- scene transitions (`change_scene_to_file`, scene autoloads)
- save / load / new-game paths
- connection handshake (`sim_bridge`, protocol decode/encode)
- any code path executed in the first 30 seconds of a new session
...the reviewer output MUST explicitly call out the state of author-side
manual smoke boxes in the PR test plan. If any merge-path smoke box is
unchecked, include a top-level note:
> **Merge-path smoke not performed.** PR test plan has unchecked manual
> smoke box(es): [list]. A reviewer or the team must run the smoke before
> merge approval. Sprint 36 bug #872 (New Game hangs on 'connecting')
> landed exactly here — do not skip.
Unchecked merge-path smoke boxes downgrade the verdict from APPROVED to
REQUEST_CHANGES even if reviewers have no code comments. The smoke is a
deliverable, not a suggestion.
### 0c. Zero warnings check
The project enforces a **zero warnings policy**. Before spawning reviewers,
@@ -82,17 +104,28 @@ Then determine the branch:
### 2. Determine reviewer team
Map the branch name to a reviewer set. Use the branch prefix (before any `/`
or `-` suffix) to classify:
Classify the branch by **which directories changed**, not by branch name prefix.
Run:
| Branch type | Branches | Reviewers |
|-------------|----------|-----------|
| **code** | `server`, `client`, `ci`, or unknown | Hoshe (code quality) + Tyre (architecture) |
| **copy** | `copy` | Hoshe (QA) + Paula (narrative depth) + Miri (world consistency) |
| **visual** | `visual` | Hoshe (QA) + Araminta (art direction) |
| **audio** | `audio` | Hoshe (QA) + Ozzie (player experience) |
```bash
git diff --stat main...<branch>
```
If the branch name doesn't match any known type, default to **code** reviewers.
Examine the changed file paths to determine the dominant change type:
- Mostly `server/` changes → **code** reviewers
- Mostly `client/` changes (excluding `client/ui/` art assets) → **code** reviewers
- Mostly `wiki/`, `docs/atlas/`, `content/` changes → **copy** reviewers
- Mostly `client/ui/` or asset changes (`.tres`, `.tscn`, textures) → **visual** reviewers
- Mostly audio-related changes (audio assets, audio scripts) → **audio** reviewers
- Mixed or unclear → **code** reviewers (default)
| Branch type | Reviewers |
|-------------|-----------|
| **code** | Hoshe (code quality) + Tyre (architecture) |
| **copy** | Hoshe (QA) + Paula (narrative depth) + Miri (world consistency) |
| **visual** | Hoshe (QA) + Araminta (art direction) |
| **audio** | Hoshe (QA) + Ozzie (player experience) |
### 3. Generate the diff and read source files
@@ -116,24 +149,54 @@ Three-dot diff with pathspec exclusions is unreliable. Instead, either:
For large diffs (>1000 lines of source), provide **source files** rather than
raw diff to reviewers — cleaner context, better reviews.
**Reviewer agents read source files via `git show`.** Sprint branches
use the naming pattern `sprint-{N}/{team}`. To read a file from the
branch being reviewed:
**Reviewer agents read source files from the team worktree.**
Sprint branches follow `sprint-{N}/{team}`. Mid-sprint, a worktree
of each branch exists at `$(dirname <repo_root>)/.sprint/sprint-{N}/{team}/`
— a *sibling* of the repo root, not a child. This worktree IS the
branch: Read/Grep on paths rooted there resolve against the branch's
checkout, not main's.
**Why this matters:** Sprint 37 PR #138 review produced 6 false-
positive findings because the reviewer defaulted to Read/Grep on the
main repo path (`/var/mnt/data/projects/settled-reach/main/`) instead
of the branch worktree. Every finding was a verbatim match against
main's state but irrelevant to the branch — the branch had already
cleaned the residue the reviewer flagged as "still present." Sending
those findings to the team would have caused busywork on already-clean
code, and more dangerously, the same drift hides *false negatives*
(branch-introduced bugs the reviewer never saw because it never read
the branch).
Fix: before spawning reviewers, resolve the worktree path and pass it
into every reviewer prompt with prominent language. The reviewer
reads from the worktree, not from main.
```bash
git show origin/<branch>:<path>
# Find worktree for this branch (if one exists)
WORKTREE=$(git worktree list --porcelain | grep -B2 "branch refs/heads/<branch>" | grep "worktree " | sed 's/worktree //')
# Verify it exists and matches the branch tip
git -C "$WORKTREE" rev-parse HEAD # should equal `git rev-parse origin/<branch>`
```
For example:
```bash
git show origin/sprint-31/server:server/src/bin/atlas.rs
```
If the worktree exists and its HEAD matches `origin/<branch>`, use it
as the reviewer's source of truth. If it doesn't exist (e.g. the
worktree has been torn down or you're reviewing a branch without a
worktree), fall back to `git show origin/<branch>:<path>` — explicitly
flag this fallback in the reviewer prompt so the reviewer knows
Read/Grep on any local path would be wrong.
If the sprint branch has an active worktree (under `.sprint/`), reviewers
can also use the Read tool with the worktree path. But `git show` is
the reliable default — it works whether or not a worktree exists.
In the reviewer prompt, state the rule non-negotiably:
Also tell agents to read relevant `decisions/*.md` files for context.
> **Read source from `<WORKTREE_PATH>` only.** Do NOT Read or Grep
> paths under the main repo root (`/var/mnt/data/projects/settled-reach/main/`).
> Those resolve to main, not the branch. The worktree at `<WORKTREE_PATH>`
> IS the branch — point all file tools there.
Also tell agents to read relevant `decisions/*.md` files for context
(these can be read from either path — they're usually identical —
but for consistency, use the worktree path).
### 4. Spawn reviewers in parallel
@@ -213,16 +276,27 @@ After presenting results to the user, post the review as a PR comment.
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
Post using the `tea-comment` wrapper (handles temp files and cleanup).
Write the review to a temp file first, then pass via `@filepath` syntax:
```bash
# Write review to file, then post — avoids $() in the command which breaks permissions
cat > /tmp/pr-review-<NUMBER>.md << 'EOF'
...review content...
EOF
**Two rules:**
1. **Use the Write tool** for the file content (no permission prompt, no
heredoc parsing issues with markdown tables/pipes). Then call
`tooling/tea-comment` in a separate short Bash call.
2. **Run `tooling/tea-comment` in the FOREGROUND, never with
`run_in_background`.** The background execution path silently fails —
the comment never reaches Gitea and the team never sees the review.
Sprint 38 lost an entire review round this way. Always foreground.
```
# Step 1: Use the Write tool to create the file
Write({ file_path: "/tmp/pr-review-<NUMBER>.md", content: "..." })
# Step 2: Post via short Bash call (foreground)
tooling/tea-comment <PR_NUMBER> @/tmp/pr-review-<NUMBER>.md
```
Do NOT use `cat << 'EOF'` heredocs for review content — they create
massive permission prompts that are slow to render and often get stuck.
## 7. Merging approved PRs
`tea pr merge` fails (405) when branches have conflicts with main. Merge
@@ -238,26 +312,20 @@ tea pr close --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
Gitea does **not** auto-close PRs when you push a local merge — always close
manually with `tea pr close` after pushing.
### 8. Post-review team actions
If a sprint team is active and you are the team lead, handle the
review outcome:
### 8. Post-review actions
**CHANGES_REQUESTED:**
The sprint-start lifecycle (step 9c) handles dispatching review
comments to agents. After presenting results, remind the lead:
"Review requested changes. Create tasks from each issue and dispatch
to idle agents, then re-push and re-review."
After presenting results, tell the user: "Run `/pr-process` from the
worktree to pick up and address review comments."
The team may **push back** on specific comments. When a team agent
The author may **push back** on specific comments. When the author
disagrees with a reviewer comment, the process is:
1. The team agent explains why the comment should be retracted — with
1. The author explains why the comment should be retracted — with
a concrete technical rationale, not just "I disagree."
2. The team lead (you) evaluates the pushback. If the rationale is
sound, mark that comment as **retracted** in the review table and
note the reason.
3. If the team lead is unsure, escalate to the user for a ruling.
2. Evaluate the pushback. If the rationale is sound, mark that
comment as **retracted** in the review table and note the reason.
3. If unsure, escalate to the user for a ruling.
4. Retracted comments do NOT need to be fixed. The re-review should
note which comments were retracted and why.
@@ -266,9 +334,8 @@ that every comment is taken seriously. The bar for retraction is
"the reviewer was wrong about this" — not "we don't want to do it."
**APPROVED:**
The sprint-start lifecycle (step 9c) handles shutdown. After
presenting results, remind the lead: "Review approved. Proceed with
team shutdown per sprint-start step 9c."
After presenting results, tell the user: "Review approved. Proceed
to merge from main (section 7)."
## Tips from practice
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@@ -1,213 +0,0 @@
---
name: sprint-plan
description: >
Plan the next sprint and generate team briefing files. Use when the user says
"plan sprint", "prep sprint briefing", "plan next sprint", "sprint planning",
or invokes /sprint-plan. Gathers current sprint status, scans the backlog,
proposes ticket selection, and writes briefing files per team to
docs/sprints/sprint-N/.
user-invocable: true
allowed-tools: Task, Read, Grep, Glob
---
# Plan Sprint
**Delegate this entire skill to SI** (Project Manager agent, `subagent_type: si`).
When this skill is invoked, spawn SI using the Task tool:
```
Task(
subagent_type: "si",
prompt: "Run /sprint-plan for Sprint N. Read the skill at
.claude/skills/sprint-plan/SKILL.md for the full workflow,
then execute it. Use the arguments provided: {args}",
description: "Plan sprint N"
)
```
Pass through any arguments the user provided (e.g. sprint number).
Present SI's output to the user when done. Do NOT run the workflow yourself.
---
The remainder of this file is SI's reference for executing the workflow.
Generate sprint briefing files for each active team (e.g. `server.md`,
`client.md`, `copy.md`, `joint.md`) for the next sprint based on current
project state. Only generate briefings for teams that have tickets in the sprint.
## Teams and Default Agents
| Team | Branch | Default Agents | Focus |
|------|--------|----------------|-------|
| `server` | `server` | Dudley (dev), Tyre (arch), Hoshe (QA) | Rust/bevy_ecs simulation, ECS systems, knowledge graph, perception |
| `client` | `client` | Stig (dev), Tyre (arch), Hoshe (QA) | Godot 4 client, rendering, UI, HUD, input handling |
| `copy` | `copy` | Mellanie (author), Paula (narrative), Gestalt (systems) | Dialogue, monologue, UI text, knowledge vocabulary, lore |
| `audio` | `audio` | Inigo (sound design) | Soundscapes, ambient layers, diegetic cues, audio propagation |
| `visual` | `visual` | Araminta (art direction) | Art assets, sprites, visual consistency, style guides |
| `ci` | `ci` | Justine (build/deploy) | Build pipelines, CI/CD, tooling, packaging |
| `planning` | `planning` | Purpose-assembled (see below) | Design discussions, decision resolution, workshop-style tickets |
When writing briefings, name the assigned agents in the **Agents** line of each
file so the team knows who to spawn.
### Planning Team Tickets
Some tickets need **design discussion** before implementation can begin — tagged
"NEEDS DESIGN DISCUSSION" or blocking multiple downstream tickets with open
questions. These run on the `planning` branch as structured discussions with
the user and a purpose-assembled agent panel.
**When to create a planning ticket:**
- Ticket description says "NEEDS DESIGN" or "NEEDS DESIGN DISCUSSION"
- Ticket blocks 2+ downstream tickets across different teams
- Open Q-NNN items that block sprint candidates
- Architectural decisions that need multi-domain input before implementation
**Planning briefing format** (differs from implementation briefings):
- **Agents line**: List agents by domain relevance, not fixed team roster.
Pick from: Gestalt (systems), Miri (worldbuilding), Araminta (visual/spatial),
Tyre (technical), Paula (narrative), Ozzie (player experience), Gore (themes),
Nigel (replayability). Typically 4-6 domain agents, plus Qatux (documenter —
records decisions, updates domain files) and SI (project manager — creates
follow-up tickets, updates sprint assignments).
- **Discussion rounds**: Structure the conversation into 2-3 rounds
(inventory → proposals → convergence)
- **Context section**: List all existing design docs, decisions, and related
tickets that participants must read before the discussion
- **Output specification**: What the discussion must produce — typically a
D-record in `decisions/`, possibly a design doc in `docs/design/`
- **Decision questions**: Specific questions the discussion must answer,
not open-ended exploration
## Workflow
### 1. Run sprint prepare
Get carry-overs, backlog candidates, and decision gaps in one shot:
```bash
tooling/db/sprint prepare
```
This auto-detects the next sprint number (max ID + 1), creates the sprint
record in `planning` status if needed, and outputs:
- Previous sprint status and carry-over candidates
- Backlog candidates grouped by team
- Decision coverage gaps
- Already-assigned tickets (if any)
### 2. Deepen the scan
For critical epics, check their children for granular candidates:
```bash
tooling/db/ticket children <epic_id>
```
Use `tooling/db/ticket show --brief <id> [<id>...]` to quickly scan multiple tickets.
### 3. Read existing code state
Scan what's already built to write accurate "what exists" notes:
```bash
# Server modules
ls server/src/ server/src/*/
# Client scripts
ls client/scripts/ client/scripts/*/
```
Read key files that sprint tickets will build on (bridge types, existing
renderers, etc.) to reference specific integration points in the briefing.
### 4. Select tickets — propose to user
Based on the backlog scan, propose a sprint with:
- **Sprint theme** — a short name (Sprint 1 was "Run", Sprint 2 was "See")
- **Sprint goal** — one sentence shared across all teams
- **Server tickets** — stories from server-side epics
- **Client tickets** — stories from client-side epics
- **Joint tasks** — integration proofs, pre-sprint decisions, schema work
Present the proposal using AskUserQuestion for the user to approve or adjust.
Selection heuristics:
- Follow dependency chains (don't pick a ticket if its blocker isn't in scope)
- Respect D-030 test priority phases (sprint 1-2: infra, sprint 3-4: integration)
- Mix carry-overs with new work
- Aim for 3-6 tickets per team, with parallel tracks where possible
- Check `decisions/questions.md` for open Q-NNN items that block candidates
### 5. Read relevant decisions
For the selected tickets, identify which `decisions/*.md` files are relevant.
Read them to provide accurate cross-references in the briefing.
### 6. Write briefing files
Create `docs/sprints/sprint-N/` and write one file per team.
Read the template at `references/briefing-template.md` in this skill directory
for the exact file structure.
**Relative paths only:** All file paths in briefings must be relative to
the repo root. Example: `server/src/bridge/types.rs`, not absolute paths.
Each sprint branch (`sprint-{N}/{team}`) contains the full repo.
Key requirements per file:
- **server.md**: Carry-overs, new tickets, dependency chain, key decisions, notes
referencing existing Rust modules by path from worktree root (e.g. `server/src/simulation/movement.rs`)
- **client.md**: Same structure, notes referencing existing GDScript files by path from worktree root (e.g. `client/scripts/rendering/fog.gd`)
- **copy.md**: In-game text tasks — dialogue, UI copy, tooltips, flavor text, lore
- **audio.md**: Sound design, music, audio integration tasks
- **visual.md**: Art direction, asset creation, visual consistency tasks
- **ci.md**: Build pipeline, CI/CD, tooling, infrastructure tasks
- **joint.md**: Pre-sprint decisions table, integration tickets, sprint
completion proof (concrete observable criteria), test plan alignment
Only generate briefing files for teams that have tickets assigned in the sprint.
Not every sprint will have work for every team.
### 7. Assign tickets to sprint in DB
After the user approves, assign all selected tickets. The sprint record
was already created by `sprint prepare` in step 1 (status: `planning`).
Update it with the theme and goal, then assign tickets:
```bash
# Update the sprint with theme and goal
tooling/db/sqlite-exec "UPDATE sprints SET name='Sprint N: Theme', goal='goal' WHERE id=N"
# Assign tickets
tooling/db/ticket sprint assign <ticket_id> <sprint_id>
```
The sprint stays in `planning` status until explicitly activated via
`tooling/db/sprint start`. This prevents starting an unplanned sprint.
### 8. Commit and push
Stage the briefing files and any other changes (db backup, closed tickets),
then commit and push so worktree branches can pull the planning artifacts:
```bash
git add docs/sprints/sprint-N/
make db-backup
git add docs/backups/settledreach.db.backup
git commit -m "chore(meta): plan Sprint N: Theme"
git push
```
### 9. Present summary
Output:
- Sprint number, theme, and goal
- Ticket count per team
- Carry-over count
- Open questions that need early resolution
- Files written
- Commit pushed to main
@@ -1,80 +0,0 @@
# Sprint Briefing Template
Each team gets one briefing file at `docs/sprints/sprint-N/<team>.md`.
## File structure
```markdown
# Sprint N: <Theme> — <Team> Tasks
**Goal:** <One-sentence sprint goal, shared across all teams>
**Branch:** `sprint-{N}/<team>`
**Agents:** <Agent names and roles>
## Carry-over from Sprint N-1
(Only if there are incomplete tickets from the previous sprint)
| # | Title | Status | Notes |
|---|-------|--------|-------|
| #ID | Title | status | Why it carried over |
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #ID | Title | #dependency or — |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/<domain>.md` — D-NNN (short name), D-NNN (short name)
## Open Questions to Resolve Early
(Only if there are Q-NNN items that block sprint tickets)
- **Q-NNN: Title** — Brief context. Resolve before #ID starts.
## Notes
One bullet per ticket with:
- What exists already (files, modules, stubs)
- What the ticket actually needs to deliver
- Integration points with other tickets
- Non-obvious gotchas
## Dependency Chain
```
#A (name) → #B (name) → #C (name)
#D (name) → standalone, parallel track
```
## PR Workflow
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
\```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(<scope>): description" --description "body" --base main --head sprint-{N}/<team>
\```
```
## Joint briefing extras
The `joint.md` file additionally includes:
- **Pre-Sprint** table: decisions/schema work that must happen before implementation
- **Sprint Completion Proof**: concrete observable criteria (what you can see/do when the sprint is done)
- **Test plan** alignment with D-030 phases
## Team assignments
| Team | Branch | Agents | Scope |
|------|--------|--------|-------|
| server | `sprint-{N}/server` | Dudley (simulation), Oscar (networking) | server/, Rust/bevy_ecs simulation |
| client | `sprint-{N}/client` | Stig (UI), Oscar (networking) | client/, Godot rendering |
| copy | `sprint-{N}/copy` | Mellanie, Paula, Miri | wiki/, docs/atlas/, content/ |
| joint | both | All implementation agents | Integration, proofs, cross-team schema |
| content | (none) | Mellanie, Paula, Miri, Araminta | Content authoring, no code branch |
-563
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@@ -1,563 +0,0 @@
---
name: sprint-start
description: >
Manage the sprint lifecycle from main, or start sprint work on a team
branch. Use when the user says "start sprint", "start working on the
server/client/copy", "begin sprint", or invokes /sprint-start. On main:
assesses sprint state and does the next right thing (close, activate, or
guide). On a team branch: merges main, loads the briefing, presents the
work plan.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, TeamCreate, Task, TaskCreate, TaskUpdate, TaskList, SendMessage, AskUserQuestion
---
# Start Sprint Skill
Prepare a team branch for sprint work: sync with main, load the sprint
briefing, and present actionable next steps.
## Workflow
### 1. Determine the team
The current branch IS the team. Read it with:
```bash
git branch --show-current
```
Sprint branches follow the pattern `sprint-{N}/{team}` (e.g. `sprint-31/server`).
Valid team names: `server`, `client`, `copy`, `audio`, `visual`, `ci`, `planning`.
If on `main`, follow the **Main branch workflow** below instead of
the team branch workflow (steps 2–8).
---
## Main branch workflow (sprint lifecycle management)
When `/sprint-start` is run on `main`, assess the current sprint state
and do the next right thing. Query the database to determine the state:
```bash
tooling/db/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
```
Then follow the **first matching case**:
### Case A: An active sprint exists
First, check whether the sprint's work is actually done:
```bash
tooling/db/sprint status
```
This shows ticket counts by status (done, in_progress, backlog).
Also check for open PRs that may contain completed work waiting for
review or merge:
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Report the full picture to the user:
- Ticket progress (done / in_progress / backlog counts)
- Open PRs (if any — these represent work that's done but not merged)
**If tickets remain unfinished** (in_progress or backlog) **or open PRs
exist**, do NOT close the sprint. Instead, report the current progress
and ask the user what they want to do:
- **Continue working** — switch to a team branch and run `/sprint-start`
there to resume work
- **Review & merge PRs first** — (only if open PRs exist) merge pending
work before deciding whether to close
- **Close anyway** — proceed with the close workflow below (carries over
unfinished tickets)
Use `AskUserQuestion` to confirm. Do not proceed to A1 unless the user
explicitly chooses to close.
#### A1. Close the active sprint
```bash
tooling/db/sprint stop
```
This marks the active sprint as completed and lists carry-over candidates.
Note the sprint number (N) from the output.
#### A1b. Sprint retrospective and review
Before bumping the version, run a brief retro. Present the following to
the user:
1. **What shipped** — list completed tickets with one-line summaries
2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
3. **What we learned** — open questions raised during the sprint (new Q-NNN
items), review findings that surfaced design gaps, and any assumptions
that turned out to be wrong
4. **Process notes** — what worked well, what was friction (e.g. dependency
chains that blocked teams, specs that were over/under-specified,
review cycles that caught real issues vs busywork)
5. **Process improvements** — this is the most important section. Do NOT
skip it. Look for:
- Dependency chains that blocked teams — could the sprint have been
structured differently to avoid the bottleneck?
- Specs that were over-specified (wasted planning) or under-specified
(wasted iteration) — what's the right level of detail for this
project's current stage?
- Review cycles — did they catch real issues or create busywork?
- Agent coordination — were agents stuck, duplicating work, or idle?
- **Dig into the deeper why.** Don't stop at "the dependency chain
blocked the copy team." Ask: why was there a dependency chain? Was
the sprint structured wrong, or was the work inherently sequential?
Could Phase 0 have been done pre-sprint? Should we change how we
plan sprints going forward?
- If something went rough, understand the root cause — not just what
happened, but why the process allowed it to happen.
- If a concrete process change follows naturally, propose it. But do
NOT force improvements. If nothing was broken, say so and move on.
Unnecessary process changes are worse than no changes.
Keep each section concise — a few bullet points, not a document. The
retro is a conversation checkpoint, not a report. Use `AskUserQuestion`
to let the user add their own observations and push back before proceeding.
If the user raises items that should be tracked, create Q-NNN entries
or backlog tickets on the spot. If process changes are agreed, update
the relevant skill files or CLAUDE.md immediately — don't defer them.
#### A1c. Clean up sprint worktrees
Remove ephemeral worktrees for the closed sprint. Run the teardown script:
```bash
.claude/skills/sprint-start/scripts/sprint-teardown.sh {N}
```
This removes all worktrees under `.sprint/sprint-{N}/` and prunes git
metadata. Safe to skip if the sprint didn't use ephemeral worktrees
(e.g. legacy persistent worktree setup).
#### A2. Bump the version
The project version scheme is `v0.1.{sprint_number}`. After closing
sprint N, the version is `v0.1.N`.
Update `project.yaml`:
- Set the `version` field to `0.1.N` (this is the source of truth).
Update `server/Cargo.toml`:
- Set `version = "0.1.N"` in `[package]`.
Update `CHANGELOG.md`:
- Move all entries under `## [Unreleased]` into a new section
`## [v0.1.N] — YYYY-MM-DD` (using today's date).
- Leave `## [Unreleased]` as an empty section above the new version.
- Keep the existing sub-headings (Added, Fixed, Changed, Removed) —
only move entries that have content.
#### A3. Commit the release
Stage and commit `project.yaml`, `server/Cargo.toml`, and `CHANGELOG.md`:
```
chore(meta): release v0.1.N
```
#### A4. Tag the release
```bash
git tag v0.1.N
```
#### A5. Push
```bash
git push && git push --tags
```
#### A6. Check for a planned sprint
After closing, re-query the database. If a sprint in `planning` status
exists, continue to **Case B**. Otherwise, report the close and suggest
running `/sprint-plan`.
---
### Case B: No active sprint, but a planned sprint exists
A sprint is ready to activate. Verify it looks complete:
1. Check that briefing files exist at `docs/sprints/sprint-N/`:
```bash
ls docs/sprints/sprint-N/
```
2. Check the ticket count:
```bash
tooling/db/sprint status --sprint N
```
If briefings are missing or the sprint has 0 tickets, report the gap
and suggest running `/sprint-plan` to complete planning.
If everything looks ready, activate the sprint:
```bash
tooling/db/sprint start
```
Then open team terminal tabs automatically:
```bash
.claude/skills/sprint-start/scripts/start-sprint.sh
```
This creates ephemeral worktrees under `.sprint/sprint-{N}/{team}/` for
each team with open tickets, and opens Ptyxis windows with tmux + Claude
auto-starting in each tab. The user will have one tab per active team.
Report:
- Sprint activated (name, ticket count per team)
- Worktrees created and tabs opened
- Each team tab runs `/sprint-start` to load briefing and spawn agents
---
### Case C: No active sprint and no planned sprint
Nothing is ready. Report the state and suggest running `/sprint-plan`
to plan the next sprint.
---
## Team branch workflow
### 2. Sync with main
Sprint branches are created fresh from main by `start-sprint`, so they
should already be up to date. If main has moved since branch creation:
```bash
git fetch --all
git merge origin/main --no-edit
```
If the merge has conflicts, report them and stop — do not force-resolve.
### 3. Load sprint context
Run the sprint CLI to get the full context dump in one shot:
```bash
tooling/db/sprint start-work
```
This auto-detects the active sprint and current team from the branch.
It outputs: sprint metadata, briefing paths, decision refs, actionable
tickets, blocked tickets, and done tickets.
If no active sprint is found, report that and stop.
### 4. Read the sprint briefing
Read the briefing file(s) listed in the `start-work` output
(e.g. `docs/sprints/sprint-6/server.md` and `joint.md`).
If no matching briefing exists for the team, suggest running
`/sprint-plan` to generate one.
### 5. Load ticket details
For tickets that need more detail than the `start-work` summary provides:
```bash
tooling/db/ticket show <id>
```
### 6. Read key decisions
Read the decision files referenced in the sprint briefing so the agent has
full architectural context before starting work.
### 7. Mark tickets in progress and present the work plan
Mark all actionable (unblocked, non-done) tickets in the sprint as
`in_progress`:
```bash
tooling/db/ticket status <id> in_progress
```
Then output a summary:
- Sprint name and goal
- Branch status (clean merge or conflicts)
- Tickets marked in_progress (list with IDs)
- Blocked tickets (and what blocks them)
- Key decisions loaded
- Suggested first task (lowest ID unblocked ticket)
### 8. Confirm and spawn the team
Before spawning agents, use `AskUserQuestion` to confirm the work plan and
agent lineup with the user. If declined, stop.
Once confirmed:
#### 8a. Parse agents from the briefing
Extract agent names from the `**Agents:**` line. Format:
```
**Agents:** Name (role), Name (role), ...
```
Map each name to its `subagent_type` (lowercase):
- "Dudley (simulation)" → `dudley`
- "Stig (UI)" → `stig`
- "Tyre (architecture)" → `tyre`
- "Hoshe (QA)" → `hoshe`
- "Mellanie (author)" → `mellanie`
- etc. (see `.claude/agents/` for full roster)
#### 8b. Create the team
```
TeamCreate(team_name: "sprint-{N}-{team}")
```
This makes you the team lead.
#### 8c. Create tasks from tickets
For each ticket in the briefing, create a task:
```
TaskCreate(
subject: "#{id}: {title}",
description: "Full ticket details from step 5, plus briefing notes
and integration points for this ticket.",
activeForm: "Working on #{id}: {short_title}"
)
```
After creating all tasks, mirror the dependency chain from the briefing
using `TaskUpdate` with `addBlockedBy`.
#### 8d. Spawn agents
For each agent from the `**Agents:**` line, spawn a teammate in the
background. Spawn all agents in parallel (one message, multiple Task calls):
```
Task(
subagent_type: "{name_lowercase}",
team_name: "sprint-{N}-{team}",
name: "{name_lowercase}",
prompt: "You are on the {team} team for Sprint {N}.
Branch: `sprint-{N}/{team}`
RULES (NON-NEGOTIABLE):
0. TEAM SCOPE: Your team is `{team}` on branch `sprint-{N}/{team}`.
Stay within your team's file scope (server → server/, client → client/, copy → wiki/ + docs/atlas/ + content/).
You may read (but not modify): docs/, decisions/, wiki/, .claude/
Do NOT modify files belonging to other teams.
1. GIT: Do NOT run any git commands (commit, push, pull, merge,
checkout, branch, stash, tag, etc.). All git operations are
handled by the team lead. No exceptions.
2. DB SCRIPTS: When calling ticket/sprint/sqlite scripts, use
the exact command with no wrappers or chaining. Examples:
tooling/db/ticket show 528
tooling/db/ticket list --sprint {N}
Do NOT prepend python3, do NOT chain with && or ;, do NOT
add cleanup commands. Just the bare command.
3. READ BEFORE WRITE: Before modifying ANY file, Read it first.
Before creating a new file, Glob for similar files to learn
the existing patterns (naming, structure, imports). Follow
the conventions you find — do not invent new ones.
4. VERIFY AFTER WRITE: After implementing a change, grep for
all references to functions/properties/classes you modified
or removed. If you renamed, moved, or deleted something,
update EVERY call site. Missing a call site breaks tests
and blocks the team.
5. NO PARTIAL WORK: Do not mark a task completed unless ALL
parts of the ticket are implemented. If the ticket says
'deliver A, B, and C', all three must exist and work. If
you cannot complete part of a task, message the team lead
explaining what is blocked and what remains — do NOT mark
it completed.
6. MESSAGE WHEN BLOCKED: If you hit a problem you cannot solve
in 3 attempts, stop and message the team lead immediately.
Do not silently skip work or leave stubs. Do not move to
the next task while the current one is incomplete.
7. BACKWARD COMPATIBILITY: When extracting, moving, or
refactoring code, ensure all existing consumers still work.
Add proxy methods/properties if needed. Grep for the old
name to find every call site.
WORKFLOW:
1. Read the sprint briefing: docs/sprints/sprint-{N}/{team}.md
2. Read the decision files referenced in the briefing.
3. Check TaskList for available work.
4. Claim an unblocked task (TaskUpdate with owner: your name),
mark it in_progress, and implement it.
5. Before marking done, verify:
- All deliverables from the ticket exist (not just some)
- No broken references (grep for changed names/signatures)
- New files follow existing naming and directory conventions
- Modified files still parse (no syntax errors)
6. Mark the task completed and check TaskList for the next
available task.
7. If no tasks remain, message the team lead. Do NOT shut down
on your own.
Use `tooling/db/ticket show <id>` for full ticket specs.",
description: "Sprint {N} {team}: {name}",
run_in_background: true
)
```
#### 8d-planning. Planning team variant — proposers vs executors
When the team is `planning`, agents work in discussion mode, not
implementation mode. The briefing typically defines discussion rounds
(propose → review → execute). Most agents are **proposers** — they
analyze and recommend. Only designated agents **execute** (write to
files, modify DB).
**Classify agents from the briefing:**
- **Executor agents:** SI (project manager), Qatux (documenter).
These agents wait for consensus before writing anything.
- **Proposer agents:** Everyone else (Gestalt, Tyre, Paula, Ozzie,
etc.). These agents analyze, propose, and discuss — they do NOT
write decision files, modify the DB, or create/delete tickets.
**Add this block to proposer agent prompts** (replaces rules 3–5
and the WORKFLOW section from the standard template):
```
PLANNING TEAM RULES (replace standard rules 3-7 and WORKFLOW):
3. PROPOSE ONLY: You are a discussion participant. Your job is
to ANALYZE tickets, PROPOSE team assignments, and RECOMMEND
splits. You do NOT:
- Write or modify decision files (decisions/*.md)
- Run DB update/insert/delete commands
- Create, delete, or modify tickets
- Mark tasks as completed
Those actions belong to executor agents (SI, Qatux) after
the team lead confirms consensus.
4. OUTPUT FORMAT: Your first message to the team lead should
be your full analysis. Structure it as:
- Your position on open questions (with rationale)
- Proposed team assignments (table format)
- Split candidates (if any)
- Sprint readiness assessment
Do NOT claim or work tasks. The team lead coordinates.
5. WAIT FOR CONSENSUS: Do not treat your own proposal as
decided. Other agents may disagree. The team lead calls
consensus and directs executors to implement it.
```
**Add this block to executor agent prompts** (appended after the
standard rules):
```
PLANNING TEAM RULES (additional):
8. WAIT FOR CONSENSUS: Do NOT execute DB changes, write
decision files, or create tickets until the team lead
explicitly tells you to. Your first message should confirm
you are ready and describe your execution plan. Then wait.
9. EXECUTE EXACTLY WHAT IS DIRECTED: When the team lead sends
you a list of changes, execute them precisely. Do not add
extra changes, reinterpret the instructions, or fill gaps
with your own judgment. If something is ambiguous, ask
before executing.
```
#### 8e. Report
Output to the user:
- Team name: `sprint-{N}-{team}`
- Agents spawned (names and roles)
- Tasks created (count actionable vs blocked)
- How to interact: `SendMessage` to talk to agents, `TaskList` to
check progress
You are now the team lead. Agents work autonomously — monitor via
`TaskList`, communicate via `SendMessage`, and handle blockers as
they arise.
**When all tasks complete:** Do NOT shut down agents. The team stays
alive through the PR review cycle. Follow step 9 (post-work lifecycle).
### 9. Post-work lifecycle
When all tasks are complete (TaskList shows all completed):
#### 9a. Commit and push
Run `/git-commit` to commit all changes, then `/pr-push` to create or
update the PR. Do NOT shut down agents — the team stays alive for review.
#### 9b. Wait for review
Do NOT run `/pr-review` from the team window — PR reviews run from
the `main` branch (a separate window/session). The team window stays
on its sprint branch.
After pushing and creating the PR, report the PR number to the user
and stop. Wait for review feedback to arrive (the user or the main
session will relay it, or it will appear as Gitea PR comments).
#### 9c. Handle review outcome
When review feedback arrives (from the user, main session, or PR
comments):
**If CHANGES_REQUESTED:**
1. Parse the review comment table (from the Gitea PR comment or the
review output). Extract each issue with:
- File path and approximate line
- Description
2. Create a task per issue:
```
TaskCreate(
subject: "Review: {short description}",
description: "{full issue description from review table, including
file path and reviewer name}",
activeForm: "Fixing review comment: {short description}"
)
```
Every comment is actionable — there is no "suggestion" tier to skip (per pr-review policy).
3. Dispatch to idle agents: send each a message via SendMessage telling
them to check TaskList for new review-fix tasks. Agents claim and
work tasks as usual.
4. After all review-fix tasks are complete, re-run `/git-commit` then
`/pr-push` to update the PR. Then re-run `/pr-review`.
5. Repeat this loop until review returns APPROVED.
**If APPROVED:**
1. Send `shutdown_request` to all sprint agents.
2. Wait for all `shutdown_response` confirmations.
3. Call `TeamDelete` to clean up.
4. Report: "Sprint {N} {team} complete. PR #{X} approved and ready for
merge on main."
@@ -1,34 +0,0 @@
#!/bin/bash
# Clean up ephemeral worktrees for a closed sprint.
# Usage: sprint-teardown.sh <sprint-number>
#
# Removes all worktrees under .sprint/sprint-{N}/ and prunes git metadata.
# Safe to run multiple times — skips already-removed worktrees.
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/../../../.." && pwd)"
SPRINT_BASE="$(dirname "$REPO_ROOT")/.sprint"
SPRINT=${1:?Usage: sprint-teardown.sh <sprint-number>}
SPRINT_DIR="$SPRINT_BASE/sprint-${SPRINT}"
if [ ! -d "$SPRINT_DIR" ]; then
echo "No worktrees found for sprint-${SPRINT} (directory $SPRINT_DIR does not exist)."
exit 0
fi
echo "Cleaning sprint-${SPRINT} worktrees..."
for wt in "$SPRINT_DIR"/*/; do
[ -d "$wt" ] || continue
team="$(basename "$wt")"
echo " Removing: $team"
git -C "$REPO_ROOT" worktree remove "$wt" --force 2>/dev/null || echo " (already removed or dirty)"
done
rmdir "$SPRINT_DIR" 2>/dev/null || true
git -C "$REPO_ROOT" worktree prune
echo "Done. Sprint-${SPRINT} worktrees cleaned."
@@ -1,65 +0,0 @@
#!/bin/bash
# Opens Ptyxis tabs for the active sprint teams in the CURRENT window.
# Auto-starts Claude Code in each tab via tmux.
#
# Usage: start-sprint.sh [sprint-number]
# If omitted, auto-detects the active sprint from the database.
#
# Assumes the caller is already on main in the current terminal.
# Adds one tab per active team — no duplicate main tab.
#
# Worktrees are created under .sprint/ (ephemeral, cleaned after sprint close).
# Can be called from any directory — resolves paths from the script location.
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
# Script lives at .claude/skills/sprint-start/scripts/ — repo root is 4 levels up
REPO_ROOT="$(cd "$SCRIPT_DIR/../../../.." && pwd)"
# Parent of repo root is where .sprint/ and the DB live
PARENT="$(dirname "$REPO_ROOT")"
# Resolve sprint number — argument or active sprint from DB
if [ -n "${1:-}" ]; then
SPRINT="$1"
else
SPRINT=$(cd "$REPO_ROOT" && tooling/db/sqlite-query "SELECT id FROM sprints WHERE status='active'" 2>/dev/null | python3 -c "import sys,json; print(json.load(sys.stdin)['rows'][0]['id'])" 2>/dev/null || true)
if [ -z "$SPRINT" ]; then
echo "error: no active sprint found. Pass a sprint number or activate a sprint first." >&2
exit 1
fi
fi
# Query teams with open tickets
TEAMS=$(cd "$REPO_ROOT" && tooling/db/sqlite-query "SELECT DISTINCT team FROM tickets WHERE sprint_id=$SPRINT AND status NOT IN ('done','cancelled') AND team IS NOT NULL" 2>/dev/null | python3 -c "import sys,json; [print(r['team']) for r in json.load(sys.stdin)['rows'] if r['team']]" 2>/dev/null || true)
if [ -z "$TEAMS" ]; then
echo "Sprint $SPRINT has no open tickets. Opening main only."
fi
echo "Sprint $SPRINT — teams: ${TEAMS:-none}"
# ── Open team tabs in the CURRENT window ────────────────────────────
# No separate main tab — the caller is already on main.
# All team tabs open as --tab in the active Ptyxis window.
for team in $TEAMS; do
BRANCH="sprint-${SPRINT}/${team}"
WDIR="$PARENT/.sprint/sprint-${SPRINT}/${team}"
# Create worktree if it doesn't exist
if [ ! -d "$WDIR" ]; then
echo "Creating worktree: $WDIR (branch: $BRANCH)"
mkdir -p "$(dirname "$WDIR")"
# Create branch from main if it doesn't exist remotely
if git -C "$REPO_ROOT" rev-parse --verify "origin/$BRANCH" >/dev/null 2>&1; then
git -C "$REPO_ROOT" worktree add "$WDIR" "$BRANCH"
else
git -C "$REPO_ROOT" worktree add -b "$BRANCH" "$WDIR" HEAD
fi
fi
ptyxis --tab -d "$WDIR" -x 'tmux new-session \; send-keys "claude /sprint-start" Enter'
sleep 0.3
done
echo "Session ready. Main + ${TEAMS:-(no teams)}"
-94
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@@ -1,94 +0,0 @@
---
name: sprint-status
description: >
Sprint health check and cleanup sweep. Lists all tickets in the active
sprint grouped by status, detects bookkeeping issues (stale tickets,
orphan PRs, done-but-open PRs, unassigned work), and shows open work
by team. Use when checking sprint progress, before sprint close, or
when housekeeping feels off. Triggers on "sprint status", "cleanup
sweep", "what's open", "sprint health".
user-invocable: true
allowed-tools: Task, Read, Grep, Glob
---
# Sprint Status
**Delegate this entire skill to a subagent** (general-purpose, model: haiku).
When this skill is invoked, spawn a subagent using the Task tool:
```
Task(
subagent_type: "general-purpose",
model: "haiku",
prompt: "Run /sprint-status. Read the skill at
.claude/skills/sprint-status/SKILL.md for the full workflow
(below the --- separator), then execute it.",
description: "Sprint status report"
)
```
Present the subagent's output to the user verbatim. Do NOT run the
workflow yourself.
---
The remainder of this file is the subagent's reference for executing
the workflow.
## Step 1 — Gather data
Run these two commands in parallel:
```bash
tooling/db/sprint sweep
```
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
The `sweep` command returns JSON with:
- `sprint` — id, name, goal
- `progress` — total, done, pct
- `by_status` — tickets grouped into done, review, in_progress, blocked, backlog
- `by_team` — per-team counts
- `issues` — bookkeeping problems with suggested fix commands
The `tea pr list` returns open PRs as `#N title` lines.
## Step 2 — Cross-reference PRs with tickets
Parse PR head branches from the `tea pr list` output. Known team branches:
`server`, `client`, `copy`, `audio`, `visual`, `ci`.
Detect additional issues:
- **done_team_open_pr**: A team's tickets are all done but an open PR
still exists for that team branch.
- **orphan_pr**: An open PR exists on a branch that has no tickets in
the active sprint.
Add these to the issues list from step 1.
## Step 3 — Format output
Read `references/output-template.md` for the exact format spec.
Render the report using data from steps 1-2. Key rules:
- Sections ordered: Completed, In Review, In Progress, Blocked, Backlog
- Sort tickets within sections by team then ticket ID
- Empty sections: show header with "(0)" and "(none)" — no empty table
- Bookkeeping Issues: two-column table (Issue, Fix)
- Open Work by Team: summary table at the bottom
- Issue type labels: `stale_backlog` → "Stale backlog",
`unassigned_in_progress` → "Unassigned in_progress",
`assigned_but_done` → "Assigned but done",
`done_team_open_pr` → "Done team with open PR",
`orphan_pr` → "Orphan PR"
## Step 4 — Suggest actions
After the formatted report, if there are bookkeeping issues, add a
"Suggested fixes" section with the fix command for each issue. Group
by issue type for readability.
@@ -1,54 +0,0 @@
# Sprint Status Output Template
## Sprint {N}: {Theme} — Status Report
**Goal:** {goal}
**Status:** {status} | {done}/{total} tickets ({pct}%)
**Open PRs:** {count} ({branches})
---
### Completed ({count})
| # | Team | Title | Assigned |
|---|------|-------|----------|
| #{id} | {team} | {title} | {assigned} |
### In Review ({count})
| # | Team | Title | PR |
|---|------|-------|----|
| #{id} | {team} | {title} | #{pr} |
### In Progress ({count})
| # | Team | Title | Assigned | Note |
|---|------|-------|----------|------|
| #{id} | {team} | {title} | {assigned} | |
### Blocked ({count})
| # | Team | Title | Blocked by |
|---|------|-------|------------|
| #{id} | {team} | {title} | #{ids} |
### Backlog ({count})
| # | Team | Title | Note |
|---|------|-------|----|
| #{id} | {team} | {title} | not started |
---
### Bookkeeping Issues
| Issue | Fix |
|-------|-----|
| {type}: {detail} | `{command}` |
### Open Work by Team
| Team | Backlog | In Progress | Review | Blocked | Done |
|------|---------|-------------|--------|---------|------|
| {team} | {n} | {n} | {n} | {n} | {n} |
| **Total** | **{n}** | **{n}** | **{n}** | **{n}** | **{n}** |
+29 -20
View File
@@ -1,9 +1,9 @@
---
name: ticket
description: >
Manage project tickets in the SQLite ticketing database. Use when the user
says "ticket", "create a ticket", "show tickets", "sprint", or invokes /ticket.
Wraps the ticket CLI for structured project management operations.
Manage project tickets and milestones in the SQLite ticketing database. Use
when the user says "ticket", "create a ticket", "show tickets", "milestone",
or invokes /ticket. Wraps the ticket CLI for structured project management.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob
---
@@ -17,12 +17,12 @@ section. This skill covers the full command reference.
### List tickets (full flags)
```bash
tooling/db/ticket list [--status S] [--priority P] [--epic N] [--sprint N] [--assigned A] [--team T]
tooling/db/ticket list [--status S] [--priority P] [--epic N] [--milestone N] [--assigned A] [--team T]
```
### Create ticket
```bash
tooling/db/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] [--description TEXT]
```
Types: `initiative`, `epic`, `story`, `task`, `bug`
Priorities: `critical`, `high`, `medium`, `low`
@@ -46,18 +46,27 @@ tooling/db/ticket team <id> <teams>
```
Teams are comma-separated, e.g. `server`, `client`, `server,client`.
### Sprint management
```bash
tooling/db/ticket sprint [--active]
tooling/db/ticket sprint assign <id> <sprint_id>
```
For sprint-scoped operations (status overview, context dumps, lifecycle),
use the dedicated sprint CLI instead: `tooling/db/sprint --help`
### Dependencies
```bash
tooling/db/ticket deps <id>
tooling/db/ticket dep add <blocker_id> <blocked_id>
tooling/db/ticket dep rm <blocker_id> <blocked_id>
```
### WIP
```bash
tooling/db/ticket wip
```
### Milestones
```bash
tooling/db/ticket milestone list [--status S]
tooling/db/ticket milestone create <name> [--description TEXT] [--phase N]
tooling/db/ticket milestone link <ticket_id> <milestone_id>
tooling/db/ticket milestone unlink <ticket_id> <milestone_id>
tooling/db/ticket milestone complete <milestone_id>
tooling/db/ticket milestone show <milestone_id>
tooling/db/ticket milestone dep <blocker_id> <blocked_id>
```
### Search and browse
@@ -75,10 +84,10 @@ tooling/db/ticket show --brief <id> [<id>...]
## Workflow
1. **SI (Project Manager)** is the primary user of this skill
2. Decisions from decisions/ domain files become **initiatives**
3. SI breaks initiatives into **epics** (major work areas)
4. Epics break into **stories** (user-facing deliverables)
5. Stories break into **tasks** (concrete work items assignable to agents)
6. **Sprints** group tasks into time-boxed work periods
1. Decisions from `decisions/` domain files become **initiatives**
2. Initiatives break into **epics** (major work areas)
3. Epics break into **stories** (user-facing deliverables)
4. Stories break into **tasks** (concrete work items)
5. **Milestones** group tickets by deliverable (many-to-many via `milestone link`)
6. `/whats-next` selects the next batch from the dependency graph
7. Track history via `ticket_history` table for audit trail
+211
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@@ -0,0 +1,211 @@
---
name: whats-next
description: >
Analyze the milestone dependency web and surface the best batch of tickets
to pick up next. Refines ticket context via parallel Si agents before
activation. Use when the user says "what's next", "next batch", "pick up
work", or invokes /whats-next. NOT triggered by "what should we work on"
in a design context — that's a discussion, not a batch selection.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, Agent, AskUserQuestion
---
# What's Next
Dependency-driven batch selection with ticket refinement. Three steps:
batch selection → refinement review → batch activation.
## Step 1: Batch Selection
### 1a. Query active milestones
```bash
tooling/db/ticket milestone list --status active
```
If no active milestones exist, tell the user and stop.
### 1b. Build the work landscape
For each active milestone, get its tickets:
```bash
tooling/db/ticket milestone show <milestone_id>
```
Collect all tickets across all active milestones. Deduplicate (a ticket
can appear in multiple milestones).
### 1c. Identify unblocked tickets
For each ticket that is `ready` or `backlog`, check its dependencies:
```bash
tooling/db/ticket deps <id>
```
A ticket is **unblocked** if all its blockers are `done` or `cancelled`.
Filter to only unblocked tickets.
### 1d. Check milestone-level blocking
```bash
tooling/db/sqlite-query "SELECT * FROM milestone_deps"
```
If a milestone is blocked by another milestone that is not yet `completed`,
deprioritize its tickets (they're unblocked at the ticket level but the
milestone isn't ready for focus yet). Still show them, but ranked lower.
### 1e. Rank and group
Rank unblocked tickets by:
1. **Priority** (critical > high > medium > low)
2. **Milestone proximity** — milestones closest to completion (highest
done/total ratio) get priority. Finishing a milestone unlocks downstream
milestone deps.
3. **Fan-out** — tickets that unblock the most downstream tickets rank
higher (query `ticket_deps` for blocked_id counts per blocker_id)
Group into **epic-sized batches**: tickets sharing the same `parent_id`
(epic), or logically related tickets if no epic parent. If a natural
grouping doesn't exist, batch by milestone.
### 1f. Show WIP status
```bash
tooling/db/ticket wip
```
### 1g. Present the recommended batch
Show the user:
- The recommended batch (tickets with IDs, titles, priorities, milestones)
- Why this batch (which milestone it advances, what it unblocks)
- Current WIP status
- Any alternative batches worth considering
Wait for user confirmation before proceeding to Step 2.
---
## Step 2: Ticket Refinement Review
Spawn one Si agent per ticket in the confirmed batch, running in parallel.
Use `general-purpose` subagent_type with Si's personality baked into the
prompt. (The `si` subagent_type now works directly too — all agent
definitions carry the team coordination tools, SendMessage + Task, as of the
agent-teams tooling fix; they load at lead startup.)
For each ticket, spawn:
```
Agent({
subagent_type: "general-purpose",
model: "sonnet",
prompt: "You are SI, the Refinement Manager. <include si.md personality>
Review ticket #<id>: <title>
Description: <description>
Decision ref: <decision_ref>
Your job:
1. Read the ticket's decision_ref D/Q-record in decisions/*.md
2. Grep for related Q-records in decisions/questions-*.md
3. Read workshop outcomes if referenced (check docs/workshops/)
4. Check whether referenced code, tables, or files actually exist
Assess: does this ticket have enough context for an agent to implement
without guessing? Report exactly one of:
- READY: <one-paragraph summary of what the implementer needs to know>
- GAPS: <list of specific ambiguities with options for each>"
})
```
### 2a. Collect reports
Wait for all Si agents to complete. Collect their reports.
### 2b. Resolve gaps
For any ticket that came back GAPS, surface each ambiguity to the user
via AskUserQuestion:
> Ticket #NNN: <title>
> Si found these gaps:
> 1. <gap description + options>
> 2. <gap description + options>
>
> How should we resolve these?
After the user responds, append the resolution to the ticket description:
```bash
tooling/db/sqlite-exec "UPDATE tickets SET description = description || char(10) || char(10) || '---' || char(10) || 'Refinement: <resolution>' WHERE id = <id>"
```
If the user says a gap requires a D-record, flag it and ask whether to
write the D-record now or defer. If deferred, add a note to the ticket.
### 2c. Present refined batch summary
Show each ticket with:
- Si's context summary (for READY tickets) or user's resolution (for GAPS)
- Relevant D-record references
- Dependencies
Ask: "Batch ready. Activate?"
---
## Step 3: Batch Activation
### 3a. Mark tickets in_progress
```bash
tooling/db/ticket status <id> in_progress
```
For each ticket in the batch. The `status` command will warn if WIP limit
is exceeded.
### 3b. Create topic branch
Name the branch after the epic or logical grouping. Examples:
- `tier0-schema-tables` (for a schema epic)
- `heightmap-import` (for a single focused ticket)
- `city-names-pipeline` (for related importer tickets)
```bash
git checkout -b <branch-name>
```
### 3c. Create worktree (optional)
If the user wants to work in a separate worktree:
```bash
REPO_ROOT=$(git rev-parse --show-toplevel)
WORKTREE_DIR="$(dirname "$REPO_ROOT")/.worktrees/<branch-name>"
git worktree add "$WORKTREE_DIR" <branch-name>
```
Report the worktree path so the user can open a terminal there.
### 3d. Spawn implementation agents (optional)
If the user wants agents, spawn them using general-purpose subagent_type
with the relevant personality baked into the prompt. Include:
- The ticket details and Si's context summary
- Relevant D-record content (read and include, don't just reference)
- The RULES block (no git commands, write files only, message when blocked)
- Model: sonnet (per team-mode pin rule)
### 3e. Report
Summarize what was activated:
- Branch name
- Worktree path (if created)
- Tickets now in_progress
- Agents spawned (if any)
- Next step: work, then `/pr-process` when ready to ship
+1
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@@ -61,6 +61,7 @@ Use the Task tool to spawn each agent as a teammate. Each call should:
- Set `team_name` to the workshop team name
- Set `name` to the agent name (e.g., "gestalt")
- Set `subagent_type` to the matching agent type (same as name — see reference table)
- **Set `model: "sonnet"`** — team-mode participants pin to Sonnet 4.6 for literal-rule-following discipline. Opus 4.7 was observed ignoring scope rules and failing to report back in team mode (Sprint 37). The *team lead* (this session) stays on whatever model the user has selected.
- Provide a prompt telling the agent to check TaskList for their assigned task
Spawn all agents in parallel (one Task call per agent in a single message). Agents will appear as teammates in the Claude Code UI and pick up their tasks from the shared task list.
+91 -6
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@@ -9,14 +9,27 @@ ERRORS=0
echo "pre-push: running lint checks..."
# --- Detect which directories have changes vs remote ---
# Prefer origin/<branch> as the baseline (what the remote already has),
# but fall back to origin/main for first-push of a new branch — otherwise
# every check runs against nothing and the hook treats the whole repo as
# changed, spending tens of seconds on linters and JSON validation that
# have no diff to cover (e.g. pushing a wiki-only branch rebuilds GDScript
# and runs clippy + ruff + validates all 2762 JSON files).
BRANCH=$(git branch --show-current)
REMOTE_REF="origin/$BRANCH"
if git rev-parse --verify "$REMOTE_REF" >/dev/null 2>&1; then
if git rev-parse --verify "origin/$BRANCH" >/dev/null 2>&1; then
REMOTE_REF="origin/$BRANCH"
elif git rev-parse --verify "origin/main" >/dev/null 2>&1; then
REMOTE_REF="origin/main"
else
REMOTE_REF=""
fi
if [ -n "$REMOTE_REF" ]; then
CLIENT_CHANGED=$(git diff --name-only "$REMOTE_REF"..HEAD -- client/ 2>/dev/null | wc -l)
SERVER_CHANGED=$(git diff --name-only "$REMOTE_REF"..HEAD -- server/ 2>/dev/null | wc -l)
TOOLING_CHANGED=$(git diff --name-only "$REMOTE_REF"..HEAD -- tooling/ pyproject.toml 2>/dev/null | wc -l)
else
# New branch or no remote ref — fall through to directory checks
# No remote at all (e.g. fresh clone before first fetch) — be safe, run everything
CLIENT_CHANGED=1
SERVER_CHANGED=1
TOOLING_CHANGED=1
@@ -74,10 +87,12 @@ elif command -v cargo >/dev/null 2>&1 && [ -d "$REPO_ROOT/server" ]; then
echo "pre-push: fmt — OK"
fi
# clippy needs a build — skip if target/ doesn't exist (cold worktree)
# clippy needs a build — skip if target/ doesn't exist (cold worktree).
# --all-targets lints tests + examples too (#967 closed the gap where test
# code accumulated clippy debt unchecked).
if [ -d "$REPO_ROOT/server/target" ]; then
echo "pre-push: checking Rust (clippy)..."
if ! (cd "$REPO_ROOT/server" && cargo clippy -- -D warnings 2>&1); then
if ! (cd "$REPO_ROOT/server" && cargo clippy --all-targets -- -D warnings 2>&1); then
ERRORS=$((ERRORS + 1))
else
echo "pre-push: clippy — OK"
@@ -114,7 +129,12 @@ else
fi
# --- JSON syntax validation ---
if git rev-parse --verify "$REMOTE_REF" >/dev/null 2>&1; then
# Use the same REMOTE_REF the directory-change detection above settled on
# (origin/<branch> preferred, origin/main fallback). Without this, a first
# push of a new branch falls through to "validate every JSON in the repo,"
# which on this repo means 2762 Python parses — tens of seconds of churn
# for a push that might not have touched any JSON at all.
if [ -n "$REMOTE_REF" ]; then
JSON_FILES=$(git diff --name-only "$REMOTE_REF"..HEAD -- '*.json' 2>/dev/null || true)
else
JSON_FILES=$(git ls-files '*.json')
@@ -138,6 +158,71 @@ else
echo "pre-push: no JSON changes — skipping"
fi
# --- systems.db stamp check (#857) ---
# If the branch touches server/data/systems.db and the meta stamp does not
# match current generator sources, reject the push. Prevents pushing a
# stale DB snapshot where generator source was modified but the DB was not
# regenerated.
#
# Runs whenever systems.db was modified in ANY branch commit vs. main —
# including on a branch's very first push (review T5: the previous version
# skipped the check for new branches because it compared against origin/$BRANCH,
# which didn't exist yet, leaving a gap where a stale DB could ship via the
# first push). We compare against origin/main — which always exists — so the
# check covers the first-push case.
DB_IN_PUSH=$(git diff --name-only origin/main...HEAD -- server/data/systems.db 2>/dev/null | wc -l)
if [ "$DB_IN_PUSH" -gt 0 ] && [ -f "$REPO_ROOT/tooling/check-systems-db-stamp" ]; then
echo "pre-push: checking systems.db stamp..."
rc=0
python3 "$REPO_ROOT/tooling/check-systems-db-stamp" || rc=$?
if [ "$rc" -eq 1 ]; then
# rc=1 means stale / unknown generator / missing source; message on stderr
echo " Fix: run 'make regen-db' then stage server/data/systems.db"
echo " Or use /pr-push — it handles regen automatically before pushing."
ERRORS=$((ERRORS + 1))
elif [ "$rc" -eq 2 ]; then
# rc=2 means no meta table — treat as unstamped, warn but don't block.
# This is legitimate immediately after the meta table is introduced;
# the next `make regen-db` will populate it (H4).
echo "pre-push: WARNING — systems.db has no meta stamp — run 'make regen-db' now if this DB was generated by you"
else
echo "pre-push: systems.db stamp — OK"
fi
else
echo "pre-push: systems.db not in push — skipping stamp check"
fi
# --- Clerk review (D-221) ---
# DISABLED 2026-05-23 (#965) pending rework. Two problems made it net-negative:
# 1. Non-exhaustive — a single run reports ~the first contradiction it finds
# and stops, so distinct real issues surfaced only on the 2nd/3rd/4th
# re-push. An APPROVED verdict therefore can't be trusted as "clean".
# 2. Re-reviews the entire origin/main..HEAD range on every push (token burn);
# no per-commit verdict cache.
# Off by default until reworked (exhaustive enumeration + holistic decisions/
# diff check + a SHA-keyed verdict cache invalidated on decisions/ change, with
# skip tracked in the cache rather than a commit-message trailer — see #965).
# Force-run with SR_RUN_CLERK=1.
if [ -x "$REPO_ROOT/tooling/clerk-review" ] && [ "${SR_RUN_CLERK:-0}" = "1" ]; then
echo "pre-push: running clerk review..."
CLERK_VERDICT=$("$REPO_ROOT/tooling/clerk-review" 2>&1 | tee /dev/stderr | tail -1)
if [ "$CLERK_VERDICT" = "APPROVED" ]; then
echo "pre-push: clerk — APPROVED"
elif [ "$CLERK_VERDICT" = "REJECTED" ]; then
echo "pre-push: clerk — REJECTED (see .cache/pre-push-review.md)"
ERRORS=$((ERRORS + 1))
elif [ "$CLERK_VERDICT" = "INCOMPLETE" ]; then
echo "pre-push: clerk — INCOMPLETE (some reviews didn't finish; NOT blocking)"
echo " See .cache/pre-push-review.md. For a full verdict: raise SR_CLERK_MAX_TURNS / SR_CLERK_TIMEOUT,"
echo " or add a 'Clerk-Skip:' trailer to bulk-content commits."
else
echo "pre-push: clerk — '$CLERK_VERDICT' unrecognized; treating as block (see .cache/pre-push-review.md)"
ERRORS=$((ERRORS + 1))
fi
else
echo "pre-push: clerk review — DISABLED (#965; force-run with SR_RUN_CLERK=1)"
fi
if [ "$ERRORS" -gt 0 ]; then
echo ""
echo "pre-push: $ERRORS check(s) failed. Push aborted."
+4
View File
@@ -70,6 +70,10 @@ Thumbs.db
*.swp
*.swo
# Generated economics pipeline artifacts (re-created by make economy-db)
wiki/economics/corporations/generated_brands.toml
wiki/economics/corporations/generated_corporations.toml
# Claude Code internals (plans, session transcripts)
# Note: .claude/agents/, .claude/skills/, and .claude/settings.json ARE tracked
.claude/plans/
+138
View File
@@ -6,6 +6,144 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
### Added
- **Kanban + milestones workflow** (D-221) — replaces sprint-based workflow with dependency-driven batch selection, many-to-many milestones, `/whats-next` skill with Si refinement review, `/pr-process` skill (author-side review comment pickup), clerk pre-push hook for D-record consistency
- **Atlas orbital redesign** — horizontal orrery layout with half-sun on left, globe textures loaded from wiki, radius-based body sizing (Earth = 24px reference, unclamped), partial orbital arcs
- **Globe texture coverage** — 100% of 3240 bodies now have globe.png; generated oort cloud + asteroid belt generics via Gemini, donor-filled 40 missing bodies from same-class pool
- **Body radius scatter** — deterministic ±scatter on `body_radius_km` seeded by body_id; gas giants 40k-60k km, moons 200-2600 km, Sol system uses real radii; exported to `star_map_data.json`
- **Atlas interaction** — double-click system on reach map opens orbital view, double-click body opens regional heightmap, M closes atlas from any screen, ESC navigates back through screen stack
- **Inline body detail panel** — clicking a body in the orbital view shows an info panel on the right with full-size globe artwork, body stats, and population; clicking another body swaps the panel
- **Regional atlas wiki loading** — heightmaps and markers load directly from the wiki filesystem, fixing "TERRAIN DATA PENDING" for all bodies with authored heightmaps
- **Agent-team coordination tools** — `SendMessage` plus `TaskList`/`TaskUpdate`/`TaskGet` added to all 21 agent definitions so custom subagents work as full teammates in tmux split panes (message the lead, claim/complete tasks, shut down cleanly); `TaskCreate` deliberately withheld to keep task creation with the lead
- **`git-centralize-guard` hook** — PreToolUse hook blocking `.git`-mutating commands for agent-team teammates, keying on the `agent_type` field present only in teammate hook input; version control stays centralized to the team lead
- **Gemma naming methodology doc** (`docs/gemma-naming-methodology.md`) — preserves the corridor-aware LLM place-naming approach (sector palettes, few-shot prompting, dedup, Earth-major blocklist, deterministic fallback) as institutional knowledge after the naming pipeline's retirement
- **Layer-1 world topography cascade** (#953, D-208/209/210) — deterministic empty-world generation in Rust: D8 priority-flood drainage (rivers/basins, ~45 ms/body after optimization), 7 geographic settlement-attractor tags, and sub-biome + terrain-modification-cost classification. The foundation the settlement-placement layer builds on
- **Canonical 16-bit heightmaps** (#963, D-202) — every body's elevation is now a per-body 16-bit grayscale `heightmap.png` (1024×512, `sea_level` in a tEXt chunk); the old color render is renamed `reliefmap.png`. Single source of truth the generation cascade reads
- **Deterministic generation cascade** (#952, D-224/D-200) — `SeedChain`, a single splitmix64-based seed-derivation contract descending from the master world seed with domain separation (replaces ad-hoc seed mixing); an extensible per-layer cascade harness (`run_cascade`); and a golden-seed regression test pinning Layer 0→1 output (source heightmap SHA-256 + serialized topography) so any determinism drift is caught
### Changed
- `teammateMode` set to `auto` — teammates spawn in tmux split panes when the lead runs inside tmux, with graceful in-process fallback
- **Planet simulation native resolution → 1024×512** (#963) — finer base terrain for the lower cascade layers (deterministic; same continents, more detail). Rivers are now computed by the cascade's drainage rather than painted by the sim, so they actually reach the sea
- **markers.json → names-only flavored pool** (D-223, #951) — all 2,398 bodies carry place *names* only, no positions or geometry; river/mountain positions derive from the heightmap + drainage, settlement positions from the economic sim + placement, with pooled names attached at generation time. The six hand-authored "templates" dissolve into ordinary named bodies
- **`import_economics` owns the atlas index** (#951) — now the sole `regen-db` generator that touches the atlas tables; loads the names pool into `atlas_city_names` and empties the geometry tables, which the Phase 4 server cascade fills
- **Rust dependency maintenance** (#966) — `rand` → 0.9.4 (clears the RUSTSEC-2026-0097 unsound advisory), a ~90-package semver-compatible freshness sweep (bevy 0.18.1, clap 4.6, others), and the deprecated `serde_yaml` replaced with the maintained `serde_norway` drop-in fork. No CVEs outstanding
- **Pre-push clippy now lints tests + examples** (#967) — added `--all-targets`, closing the gap that let test-code lint debt accumulate unchecked; the existing cfg(test)/test-target clippy-1.93 debt was cleared in the same pass
### Fixed
- Godot 4.6 type inference parse errors in `main.gd` (`var zoom`, `var speed`) that prevented the main scene from loading
- `physical_keycode` used throughout for layout-independent key handling (was `keycode`, broke on non-US layouts)
### Removed
- Sprint CLI (`tooling/db/sprint`), sprint skills (`/sprint-start`, `/sprint-plan`, `/sprint-status`), team-scoped file restrictions, sprint briefing workflow
- **Atlas geometry generator + LLM naming pipeline** (#951, D-223) — `generate_atlas.py`, `gemma_naming.py`, `naming_core.py`, `apply_name_fixes.py`, the redundant `import_city_names.py`, their tests/QA/runner scripts, and the `fix_fewshot_bleed`/`prune_atlas_features` geometry tools. Procedural placement and authored names are superseded by the deterministic server cascade and the frozen name pool
- **`atlas_body_heightmaps` DB table** (#963, D-202) — elevation moved out of `systems.db` into per-body PNG files (avoids binary merge conflicts and DB bloat); the Rust cascade loads the file
## [v0.2.0] — 2026-05-03
*Process milestone: final sprint-based release. Development moves to kanban + milestones (Q-096).*
## [v0.1.38] — 2026-05-03
### Added
- **Generation cascade D-records** (D-194–D-218) — 25 decisions formalizing the full pipeline from planetary heightmap to walkable tile: WorldTier taxonomy, settlement classification, city generation context, drainage routing, attractor matching, district mix, block irregularity, tile conditions
- **Atlas data pipeline** (#901–#911) — new `atlas_body_heightmaps`, `atlas_city_names`, `atlas_feature_names`, `atlas_province_boundaries` tables; `body_radius_km` column; three new importers (heightmaps, city names, province boundaries via D8 watershed); `economic_role` normalized to 7 canonical values
- **Phase 1 generation pipeline** (#916–#924) — 10-module `server/src/atlas/` package: heightmap BLOB loader, BodyWorldState LRU cache, D8 drainage routing, background generation queue with Rayon pool, five-phase attractor matching, three-component district mix, block irregularity, tile condition thresholds
- **District skeleton generator** (#899) — `generate_skeleton()` wires the full atlas pipeline to produce filled `DistrictSkeleton` instances from city markers + planet data. Phase 1 scope: SettingType/ComplexityTier derivation, layout mode assignment, 4×4 block grid with zoning, multi-block reservations
- **SystemNameIndex** (#926) — Aho-Corasick text scanner over body/station/system names for background pre-generation queue integration (D-206)
- **Free camera viewer** (#898) — F4 toggles decoupled camera with WASD pan + scroll zoom; input suppressed in free-camera mode; implant UI remains accessible
- **Fog behavioral tests** (#879) — 11 new tests covering EXP_EXPLORED persistence, grow-only bounds, texture-resize copy, BoundaryWall handling
- **Province boundary rendering** (#927) — drainage basin polylines exported to markers.json and rendered on the planetary map under the political_zones overlay
- **Stamp expansion** (#892) — `gemma_naming.py` and `naming_core.py` added to `check-systems-db-stamp` source tracking and `/pr-push` watch list
- **`make decisions-orphan-tickets`** (#887) — new CLI subcommand (`tooling/db/decision orphan-tickets`) that scans tickets with a `decision_ref` not matching any decision in the DB, surfacing silently orphaned tickets from typo'd or renumbered D-IDs
### Changed
- **`meta.schema_version` switched to monotonic semver** (#888) — replaces SHA-1 hash with an orderable semver string (`"1.0.0"`); old SHA preserved in new `schema_sha` column for tamper detection; `check-systems-db-stamp` now rejects legacy SHA-hex values
- **Archetype strip** (#882) — removed `character_archetype`, `lattice_profile`, lattice color palettes, and all related test assertions from client
- **Corporation wiki review** (#884) — 19 corporation pages corrected: 6 hop-count fixes, topology label corrections, Rush Mining and Scapa Flow narratives rewritten for star-map accuracy, tag reordering, stub-to-prose rewrites
### Fixed
- **Bevy baseline test panics** (#885) — `SnapshotBuffer` Option-wrapped in economy.rs, `TickPhase::configure` added to SimulationPlugin, stale golden file regenerated. All 6 previously-failing tests pass
- **Suffix monotony auto-fix** (#886) — `gemma_naming.py` re-queries affected bodies when >40% suffix clustering detected; cultural-history context threaded into naming prompts
- **Client parse-order violations** — sim_bridge, protocol, input_mapper, audio_manager, main_menu all fixed to follow autoload pattern (untyped fields + runtime `load()`)
- **Confrontation monologue signal** (#867) — tween validity guard ensures signal fires in headless test mode
- **Pre-existing test failures** (#871) — 7 tests fixed inline (examine_display dismiss timing, fog position fragility, rendering snapshot assertions, time display format)
## [v0.1.37] — 2026-04-22
### Added
- **Asset pipeline discipline** (#854, #855, #856, #857, #858, #859) — `systems.db` is now a source-canonical snapshot with a `meta` table stamped by every generator (SHA of source + schema). Pre-push hook rejects stale DBs; `/pr-push` auto-runs `make regen-db` when generator sources change. Full rules in `.claude/rules/asset-pipeline.md`
- **`make regen-db`** — runs the two DB-writing generators (import_economics, generate_atlas) and stamps the meta table. import_economics now invokes the Rust generate_brands binary internally as its first step, so the brand pipeline is owned by a single stamp.
- **`make check-systems-db`** — verifies the meta stamp matches current generator sources
- **`make install-hooks`** — installs pre-push and pre-commit hooks in one step
- **`tooling/db/decision show <D-NNN>`** (#723) — drill-down view of a decision with implementing tickets and cross-refs
- **Atlas determinism smoke test** (#847) — `make test-atlas-determinism` runs `generate_atlas.process_body()` twice with a fixed seed and diffs the output to catch determinism regressions in terrain analysis, city placement, A* routing, and naming
- **SelectedBookmark save/load** (#863) — bookmark and starting-location choice now persist across save/load; replaces the v0.2-deferred TODO on `SelectedBookmark`
- **`BookmarkPlugin::new(registry)` injection** (#862) — test-friendly plugin construction for future TOML bookmark loading; default constructor still wires the canonical tycoon registry
- **Six new corporation wiki pages** (#860) — Arbour Aggregates, Earth Standard Group, Rush Mining, Scapa Flow Industries, Sede Chemical Works, Threshold Fuel Syndicate
- **Atlas naming corridor-scoped dedup, compass-direction filter, river vocab filter, infra pair-naming** (#853) — city and mountain names deduplicate across bodies within a corridor; compass-direction defaults blocked in the few-shot prompt; navigational vocabulary (`Flow`, `Current`) rejected for rivers; unnamed roads and railroads receive deterministic `{CityA}–{CityB} {corridor_suffix}` names
- **Scene-level merge-path UI flow tests** (#873) — `test_merge_path_flows_sprint37.gd` covers main-menu → new-game, load-game, character-creation → submit, bookmark → confirm. Headless scene-flow tier (4th beyond Gauntlet/MessagePack/TestHarness); pattern for future merge-path regression guards
- **105 brand corp wiki stubs** (#861) — every corp page from Sprint 36 PR #133 now authored to three-layer narrative depth (public identity / actual operation / one concealed fact) with ≥95-line DoD
- **D-193 Lattice Commission** (#876) — resolves Q-095: "the Lattice Commission" is the canonical long-form of the Concord Assembly's regulatory authority; "Concord Commission" and "Assembly Commission" deprecated as drift forms
### Changed
- `decisions-coverage` Makefile target now lists implementing ticket IDs per decision instead of aggregate counts
- **Economy coverage gate** (#860) now passes end-to-end — closes the 21 raw-commodity / system gaps that blocked Phase 2 demand simulation
- Tag updates on 15 existing corporation wiki pages to match commodity coverage needs
### Fixed
- **New Game flow hangs on 'connecting'** (#872) — `bookmark_catalog` carry-forward race in `SimBridge.receive_bytes` when tick 0 + tick 1 arrived in the same TCP batch; catalog now carries forward with same invariants as monologue/dialogue/settings_response
- **`dialogue_box._escape_bbcode` corrupted `[lb]` escapes** (#866) — chained `.replace('[','[lb]').replace(']','[rb]')` turned `[lb]` into `[lb[rb]`; fix escapes only `[`, since unmatched `]` renders as literal in RichTextLabel
- **MetaScreen test helper regression in `test_anti_tedium`** (#869) — bug_report_dialog test helpers now instantiate from `.tscn` instead of `Control.new() + set_script()`, preserving the MetaScreen runtime stack
- Storyteller `activation_pass` "no Simmering triangles — holding" no longer fires as `warn` during normal early-game state — downgraded to `debug` (#789)
### Removed
- **`PROTOCOL_VERSION` lockstep handshake** (#874, #875, D-192) — both sides of the handshake now omit the version field; `HandshakeMessage` is empty server-side and the client decode path no longer checks versions. Schema drift surfaces as MessagePack missing-field errors downstream, which is the intended signal
- **`HeritageRoot` type alias and `ZonePaletteModifier::Heritage` variant** (#877, D-167) — last stubs of the abstract heritage-root system retired in favour of the corridor cultural framework
- **`CharacterArchetype` (Smuggler/Detective) trace from server** (#878) — enum, IPC field, verb-differentiation branch in the observer Phase 2 filter (D-057 superseded), monologue pool partitioning, Gauntlet plumbing, drama-module schema, archetype-dependent integration tests. Per the development cascade, character/NPC differentiation is Phase 6 work and the running trace was pre-cascade filler, not production. Client-side cleanup tracked in #882.
- **v0.1 Sova/Van Maanen's residue from wiki** (#865) — `wiki/star-systems/GJ-35/sova/` subtree deleted; authoring-guide examples stripped; canonical lore citing dropped v0.1 NPCs rewritten; "Van Maanen's Star" cultural references converted to "Vuurkloof"
- **8 parse-error test files** (#870) — `test_debug_overlay_sprint19`, `test_entanglement_sprint22`, `test_fog_sprint22`, `test_journal_sprint18`, `test_minimap_sprint18`, `test_session_manager_sprint19`, `test_sprint30`, `test_sprite_integration` — referenced removed/renamed APIs from prior sprints. Coverage-revival tickets filed: #879 (fog), #880 (journal), #881 (minimap), #889 (EntityRenderer sprite constants); rest tracked under umbrella #871
## [v0.1.36] — 2026-04-21
### Added
- **MetaScreen pattern** (#618, #680) — base class + `MetaStack` autoload for all meta-UI screens (main menu, loading, settings, bug report, debug console, character creation). Consistent ESC handling, z-layering via HudGroups, sim pause coupling, symmetric open/close lifecycle
- **Option A pre-game flow** — main menu → character creation → connect. ESC priority chain (MetaStack → implant → settings) extracted into `_handle_menu_key()`
- **Character creation 4-tab restructure**: Identity, Archetype, Bookmark, Skills; `CharacterProfile` signal payload
- **Location picker in Bookmark tab** (#680) — client surfaces server `bookmark_catalog` on connect; player selects starting location, culture resolved server-side
- **Skills tab stub** (#618) — placeholder content for future skills system
- **Protocol v23** — `bookmark_catalog` decode + bookmark action encoding
- **ImplantApp pattern** (#844, #824, #836) — base class + registry; atlas and economics panels refactored onto the pattern
- **Unified implant/map app** (#844) — AtlasPanel owns the full Reach → system → planet → heightmap zoom hierarchy as a single HudGroups registration per D-191; KEY_M opens the unified atlas (KEY_A retired)
- **Bookmark definition system** (#614) — server-side bookmark catalog with bridge protocol
- **Location-to-culture resolution system** (#679) — server maps location IDs to culture IDs for character creation
- **`generate_brands` pipeline** (#829) — 10K minor brands generated from templates
- **124 notable brand corps** (#828) — hand-authored across 8 categories
- **Core-world atlas hand-refine pass** (#849) — Sirius, Groombridge, Barnard's Star, Ran, Tau Ceti, Sol (Luna, Mars, Europa)
- **Baseline atlas city collision elimination** (#838) — zero collisions across inhabited bodies
- **Atlas cohesion analysis tooling** — QA scripts for naming consistency
- **`cargo-deny`** (#726) — license and advisory checking configured
- **Client and protocol version** shown at the bottom of the loading screen (#724)
- **`--help` / `-h` flag** on `sqlite-query` and `sqlite-exec` wrappers (#722)
- **D-192** — decision to deprecate `PROTOCOL_VERSION` lockstep handshake; removal tracked in #868
### Changed
- AtlasPanel `Level` enum renumbered so index matches zoom depth (REACH_MAP=0, HEIGHTMAP_VIEWER=4)
- ORBITAL_DIAGRAM back-navigation now returns to REACH_MAP directly, matching the forward skip of SYSTEM_PICKER
- `atlas_panel.gd` split into 4 sub-widgets, each under 500 lines
- bincode v1.x → v2.x migration internal to server (#636)
### Fixed
- Compositor test cleanup was freeing gdUnit4 internals, causing the full client test run to hang indefinitely on the second compositor test
- Loading screen now blocks input; main menu polls during `bookmark_catalog` wait instead of racing
- Tautological `test_protocol_version_is_N` assertions removed (× 2 suites) per D-192
- Character creation cardinal direction/name ordering mismatch — screenshots at indices 1 and 3 had swapped filename labels
- Enter key bypassed disabled Start button in character creation
- Wire codec `career` default no longer hardcoded to `"tycoon"` — empty string is the protocol default
### Removed
- **D-078 overheard conversation system** (#848, #842) — v0.1 PoC NPC and environment interaction systems retired; `content/global/` overheard dialogue directory cleared
- Orphaned NPC and environment interaction code paths (#842)
## [v0.1.35] — 2026-04-18
### Added
+23 -17
View File
@@ -4,7 +4,7 @@ A top-down life-sim — asymmetric information, occlusion-based perception, sing
**Official Title:** The Settled Reach
**Repository name:** settled-reach
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.{phase}.{n}`)
## Project Structure
@@ -13,7 +13,7 @@ client/ # Godot 4 client
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
docs/ # Architecture, design, briefings, workshops
db/ # Schema + seed data (connectors moved to tooling/db/)
.claude/ # Agents, skills, rules
decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected)
@@ -25,6 +25,12 @@ Full annotated tree: `.claude/rules/project-structure.md`
See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. All development operations go through the top-level `Makefile` — run `make` for a summary of targets.
### Asset pipeline
`server/data/systems.db` is a read-only canonical snapshot produced by the generator
pipeline — never edit it directly. To regenerate: `make regen-db`. Full rules in
`.claude/rules/asset-pipeline.md`.
## Development Cascade — First Things First
Development follows a strict cascade. Each phase has a concrete deliverable. **Do NOT discuss, design, or implement detail from a later phase while an earlier phase is incomplete.** If you encounter references to later-phase detail (room grammar, NPC bundles, heritage tokens, etc.) in documents or decisions, either ignore them silently and stay at the correct level, or flag that the reference is dragging attention to the wrong scope level and suggest it be rephrased or moved.
@@ -34,16 +40,18 @@ Development follows a strict cascade. Each phase has a concrete deliverable. **D
| 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map of the Reach with click-throughs + wiki/GTTR popups |
| 2 | Economics layer — supply/demand, transport, political/social pressure, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation |
| 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes, rail | Atlas of the Reach (implant app) |
| 4 | Player control scheme — 2-floor test map, character rendering, walls/stairs/doors, lighting | Player viewport with final-version assets |
| 5 | World generation (tile/chunk/block) — walkable world, parallel asset pipeline | Walkable generated world + asset catalog |
| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer viewed as a **map in the implant Atlas** (no in-world rendering) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog |
| 5 | Player control & in-world rendering — character, walls/stairs/doors, lighting, drawn on **generated** tiles (no test map) | Player viewport with final-version assets on the generated world |
| 6 | Detail coloring — room-level NPC population, cultural room grammar | Only when the world is walkable |
**v0.2 target is dropped.** No scoping negotiations. Build the base systems fully.
**Generation before player (D-166, amended 2026-05-22).** No player-control or in-world rendering work begins until the generator can deterministically seed-generate every tile of every world via the full multilayer cascade. There is **no hand-made test map** — test layers are produced by the generator itself once layer-drawing begins. Progress is viewed through the implant **Atlas** (per-layer maps), which already exists (Phase 3). The current in-world rendering code is **left as-is until Phase 5** — do not build on it or rip it out before then.
## Work Modes
### Sprint mode (default)
Agents work autonomously on sprint branches. Team lead coordinates via tasks and messages. Human reviews PRs from main. Standard `/sprint-start` → `/pr-push` → `/pr-review` lifecycle.
### Kanban mode (default)
Work flows continuously through milestones. `/whats-next` selects the next epic-sized batch from the dependency graph, refines ticket context via parallel Si agents, then activates a worktree. `/pr-process` (from worktree) and `/pr-review` (from main) handle the review cycle through Gitea PR comments. Milestones are many-to-many with tickets, can run in parallel, and can block other milestones.
### Pair session
Human and Claude work together interactively on a single task. No background agents, no autonomous work. Used for load-bearing architecture changes where the human needs to make judgment calls as the work progresses — not approve a finished result.
@@ -59,13 +67,10 @@ Human and Claude work together interactively on a single task. No background age
## Agent Instructions
### Team boundaries
**Your team is determined by your sprint branch** (e.g. `sprint-31/server` → server team).
### Agent scope
- All file paths are relative to the repo root (e.g. `server/src/bridge/types.rs`).
- **Stay within your team's scope.** Server team modifies `server/`. Client team modifies `client/`. Copy team modifies `wiki/`, `docs/atlas/`, `content/`. Shared directories (`docs/`, `decisions/`) are readable by all teams.
- **Do NOT modify files outside your team scope** unless the ticket explicitly requires it.
- Topic branches per logical work unit (e.g. `heightmap-import`, `city-names-table`). Any agent can touch any file — personalities guide perspective, not file access.
- **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). Always run `git add` and `git commit` as **separate sequential Bash calls**.
- **Stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file at `.git/index.lock` (or `.git/worktrees/<name>/index.lock` if in a worktree).
@@ -74,10 +79,11 @@ Human and Claude work together interactively on a single task. No background age
The ticketing database (`settledreach.db`) is accessed via `SR_DB_PATH` env var (set in `.claude/settings.json`). A backup is committed to `docs/backups/settledreach.db.backup` via main only.
### Before starting work
1. Read your sprint briefing at `docs/sprints/sprint-N/{team}.md` for current tasks
2. Use `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/`
1. Check active work: `tooling/db/ticket list --status in_progress`
2. Check your ticket: `tooling/db/ticket show <id>`
3. Check dependencies: `tooling/db/ticket deps <id>`
4. Read relevant `decisions/*.md` domain file(s) referenced in the ticket
5. Background context: `docs/briefings/{your-name}.md`, `docs/discussions/`
### CLI tools
@@ -86,10 +92,10 @@ The ticketing database (`settledreach.db`) is accessed via `SR_DB_PATH` env var
| Tool | Command | Full reference |
|------|---------|----------------|
| Tickets | `tooling/db/ticket list`, `show`, `create`, `assign` | `/ticket` skill |
| Sprints | `tooling/db/sprint status`, `start-work`, `prepare` | `/sprint-start` skill |
| Milestones | `tooling/db/ticket milestone list`, `create`, `link`, `show` | `/ticket` skill |
| SQL queries | `tooling/db/sqlite-query "SELECT ..."` | — |
| SQL writes | `tooling/db/sqlite-exec "UPDATE ..."` | — |
| Decisions | `tooling/db/decision next`, `claim`, `check-dupes` | — |
| Decisions | `tooling/db/decision show`, `next`, `claim`, `check-dupes` | — |
### Testing preferences
+48 -23
View File
@@ -1,9 +1,9 @@
GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
.PHONY: help setup build check-protocol client server game stop test lint lint-python setup-venv ci ci-client ci-server clean \
decisions-sync decisions-coverage decisions-active decisions-orphan \
db-backup db-install validate-content check-fact-ids setup-hooks \
audit atlas-verify economy-db atlas-generate \
decisions-sync decisions-coverage decisions-active decisions-orphan decisions-orphan-tickets \
db-backup db-install validate-content check-fact-ids setup-hooks install-hooks \
audit deny atlas-verify economy-db regen-db check-systems-db \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
@@ -46,17 +46,21 @@ help:
@echo " make db-install Restore shared database from backup"
@echo ""
@echo " make decisions-sync Sync decisions/*.md into SQLite"
@echo " make decisions-coverage Decision-to-ticket coverage by domain"
@echo " make decisions-coverage Each decision with its implementing ticket(s)"
@echo " make decisions-active List active decisions"
@echo " make decisions-orphan Decisions without implementing tickets"
@echo " make decisions-orphan Decisions without implementing tickets"
@echo " make decisions-orphan-tickets Tickets with invalid or missing decision_ref"
@echo " make audit Run cargo audit (security advisory check)"
@echo " make deny Run cargo deny check (license/ban policy)"
@echo " make validate-content Validate content YAML against schemas"
@echo " make check-fact-ids Check fact_id references against knowledge catalogs"
@echo " make atlas-verify Verify atlas proposal JSONs (all in docs/atlas/proposals/)"
@echo " make star-map-data Regenerate client/data/star_map_data.json from systems.db + wiki"
@echo " make check-star-map Assert star_map_data.json is up to date (part of pre-pr-client)"
@echo " make economy-db Import economics data into systems.db (TOML/JSON → SQLite)"
@echo " make atlas-generate Generate atlas city/road/rail markers for all inhabited bodies"
@echo " make regen-db Regenerate systems.db from all sources + stamp meta table (#855)"
@echo " make check-systems-db Verify systems.db meta stamp matches current generator sources"
@echo " make install-hooks Install pre-push + pre-commit git hooks (once per clone)"
@echo " make fixtures-client Generate GDScript->Rust cross-encoder fixtures (#475)"
@echo " make golden-diff Show diff if golden file output has changed"
@echo " make golden-update Regenerate golden file and stage for commit"
@@ -109,6 +113,10 @@ setup-hooks:
@git config core.hooksPath .config/hooks
@echo "Git hooks path set to .config/hooks"
install-hooks: setup-hooks
@chmod +x .config/hooks/pre-push .config/hooks/pre-commit
@echo "Hooks installed — pre-push and pre-commit are active."
setup-venv:
@python3 -m venv .venv
@.venv/bin/pip install -e ".[dev]" --quiet
@@ -201,8 +209,9 @@ golden-diff:
fi
golden-update:
@echo "Regenerating golden file..."
@echo "Regenerating golden files..."
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden
@cd server && UPDATE_GOLDEN=1 cargo test --test cascade_golden
@git add server/tests/golden/
@echo "--- Golden file updated and staged ---"
@echo "Review with: git diff --cached -- server/tests/golden/"
@@ -249,7 +258,7 @@ lint-client:
# --- Pre-PR verification ---
pre-pr: pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures audit
pre-pr: pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures audit deny
@echo ""
@echo "=== PRE-PR: ALL CHECKS PASSED ==="
@echo "Safe to create PR."
@@ -302,7 +311,7 @@ pre-pr-fixtures:
# Branch-specific variants (faster, scope-appropriate)
pre-pr-server: lint-server build-server test-server pre-pr-fixtures audit
pre-pr-server: lint-server build-server test-server pre-pr-fixtures audit deny
@echo "=== Server pre-PR: PASSED ==="
pre-pr-client: lint-client build-client test-client check-star-map
@@ -328,21 +337,31 @@ db-install:
@tooling/db-install
economy-db: ## Import economics data (commodities, chains, gate links) into systems.db
@echo " Generating minor brands (D-189 #829)..."
@tooling/generate-brands
@python3 tooling/economy-db/import_economics.py
atlas-generate: ## Generate atlas markers (cities, roads, rail) for all inhabited bodies (#832)
@# Loud guard: generate_atlas.py reads bodies with a non-NULL terrain_reference.
@# If populate_terrain_reference.py has not run on a fresh DB, the generator
@# silently processes zero bodies and exits 0 — fail fast instead.
@count=$$(python3 -c "import sqlite3; c = sqlite3.connect('server/data/systems.db'); print(c.execute('SELECT COUNT(*) FROM bodies WHERE terrain_reference IS NOT NULL').fetchone()[0])"); \
if [ "$$count" = "0" ]; then \
echo "ERROR: no bodies have terrain_reference populated yet."; \
echo "Run: python3 tooling/planet-gen/populate_terrain_reference.py"; \
echo "(This is a prerequisite for atlas-generate — see D-191 §9 pipeline order.)"; \
exit 1; \
fi; \
echo " [guard] $$count bodies with terrain_reference — proceeding."
@python3 tooling/planet-gen/generate_atlas.py --seed 42
regen-db: ## Regenerate systems.db from all sources and stamp meta table (#855, #856)
@# Run as a single shell so `set -e` covers all steps. Without this
@# each recipe line was a fresh shell and a failure in step 1 did not
@# halt step 2, which could produce stale data with a fresh stamp
@# (PR #136 review T4). import_economics' exit code 2 is a valid
@# coverage-gate-warning state (DB and stamp committed), not an error,
@# so it's explicitly tolerated. Any other non-zero exit halts the
@# pipeline immediately. The atlas city/road/river geometry generator
@# was retired in #951 (D-223); import_economics now owns the atlas
@# index — it loads the names-only pool into atlas_city_names and empties
@# the geometry tables (the server cascade fills them, Phase 4).
@set -e; \
echo " [regen-db] Importing economics data (runs generate_brands internally)..."; \
ec=0; python3 tooling/economy-db/import_economics.py || ec=$$?; \
if [ $$ec -ne 0 ] && [ $$ec -ne 2 ]; then exit $$ec; fi; \
echo ""; \
echo " regen-db complete — systems.db is up to date and stamped."; \
echo " Stage it with: git add server/data/systems.db"
check-systems-db: ## Verify systems.db meta stamp matches current generator sources (#857)
@python3 tooling/check-systems-db-stamp --verbose
econ-sim: ## Build the economics simulation binary (Layer 1+2: Leontief + tâtonnement trade)
@cargo build --manifest-path tooling/econ-sim/Cargo.toml --release
@@ -361,7 +380,7 @@ decisions-sync:
@tooling/db/decisions-sync
decisions-coverage:
@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"
@tooling/db/sqlite-query "SELECT d.id, d.domain, d.title, COALESCE(GROUP_CONCAT(t.id, ', '), '') as implementing_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.id ORDER BY d.domain, d.id"
decisions-active:
@tooling/db/sqlite-query "SELECT id, domain, title FROM decisions WHERE status='active' AND type='confirmed' ORDER BY domain, id"
@@ -369,6 +388,9 @@ decisions-active:
decisions-orphan:
@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)"
decisions-orphan-tickets:
@tooling/db/decision orphan-tickets
# --- Content Validation ---
validate-content:
@@ -383,6 +405,9 @@ atlas-verify:
audit:
cd server && cargo audit
deny:
cd server && cargo deny check
checklist-validate:
@tooling/validate-checklist --check
File diff suppressed because it is too large Load Diff
+7
View File
@@ -29,6 +29,8 @@ FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd"
SessionManager="*res://scripts/autoloads/session_manager.gd"
HudGroups="*res://scripts/autoloads/hud_groups.gd"
MetaStack="*res://ui/meta/meta_stack.gd"
ImplantRegistry="*res://ui/implant/implant_registry.gd"
HardwareDetector="*res://ui/hardware_detector.gd"
[audio]
@@ -122,6 +124,11 @@ stance_down={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
]
}
free_camera={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194335,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
bug_report={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+1 -1
View File
@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://char_creation_scene_sr"]
[ext_resource type="Script" path="res://ui/character_creation.gd" id="1_charcreation"]
[ext_resource type="Script" path="res://ui/meta/screens/character_creation/character_creation.gd" id="1_charcreation"]
; #705: Character creation screen — 3D preview + 5-tab customisation panel.
; SubViewport renders CharacterVisual live. Tab panel: Body/Head/Hair/Clothing/Accessories.
+5 -5
View File
@@ -187,17 +187,17 @@ script = ExtResource("10_cursor")
; --- Modal layer (CanvasLayer 30) ---
; Full-screen overlays: pause menu, inventory modal, death screen.
[node name="ModalLayer" type="CanvasLayer" parent="."]
[node name="MetaLayer" type="CanvasLayer" parent="."]
layer = 30
; #495: WRONG button (F12) — bug report capture dialog
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("19_bugreport")]
[node name="BugReportDialog" parent="MetaLayer" instance=ExtResource("19_bugreport")]
; #528: Audio settings dialog — 5-bus volume sliders, ESC/OPEN_MENU to toggle
[node name="SettingsDialog" parent="ModalLayer" instance=ExtResource("21_settings")]
[node name="SettingsDialog" parent="MetaLayer" instance=ExtResource("21_settings")]
; #257: Loading screen — full-screen overlay during save/load round-trip
[node name="LoadingScreen" parent="ModalLayer" instance=ExtResource("26_loading")]
[node name="LoadingScreen" parent="MetaLayer" instance=ExtResource("26_loading")]
; #581: Debug console — tilde key toggles, bottom 40% of screen
[node name="DebugConsole" parent="ModalLayer" instance=ExtResource("27_debug_console")]
[node name="DebugConsole" parent="MetaLayer" instance=ExtResource("27_debug_console")]
+1 -1
View File
@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://main_menu_sr"]
[ext_resource type="Script" path="res://ui/main_menu.gd" id="1_mainmenu"]
[ext_resource type="Script" path="res://ui/meta/screens/main_menu/main_menu.gd" id="1_mainmenu"]
; Main menu — New Game / Continue / Quit.
; #258: D-085 per-game save directory created on New Game.
+2 -1
View File
@@ -231,7 +231,8 @@ func play_sound_event(event_type: String, world_tile_pos: Vector2) -> void:
var asset_key: String = SOUND_EVENT_ASSETS.get(event_type, "")
if asset_key.is_empty():
return
play_at(asset_key, world_tile_pos * Constants.TILE_SIZE)
var C := load("res://scripts/constants.gd")
play_at(asset_key, world_tile_pos * C.TILE_SIZE)
# --- Playback: spatial (D-018 close-range) ---
+9 -9
View File
@@ -41,11 +41,6 @@ var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs
# v5 fields (#414)
var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null
# #122 (D-032): Character lattice profile — selects monologue text colour palette.
# "lattice_augmented" = detective, "lattice_baseline" = smuggler.
# Server sends this field as part of the player's capability snapshot.
var lattice_profile: String = "lattice_baseline"
# v6 fields (#449, D-053, D-065)
var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
var player_inventory: Array = [] # [{item_id, name, slot}]
@@ -94,10 +89,8 @@ var debug_response: Variant = null
# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
var pending_load_path: String = ""
# #588: Character archetype chosen at character select screen.
# "detective" or "smuggler". Set before game scene loads; sent in StartupMessage.
# Default: "detective" — fallback for legacy saves without character.txt.
var character_archetype: String = "detective"
# #898: Free camera mode — camera decoupled from player, WASD pans camera directly.
var free_camera_mode: bool = false
# #705: Character visual descriptor — set by character_creation.gd on confirmation.
# Passed to EntityRenderer for the player entity's CharacterVisual on game start.
@@ -122,6 +115,13 @@ var settings_response: Variant = null
# Null when no economy data in the current snapshot.
var economy_snapshot: Variant = null
# v23 fields (#614): Bookmark catalog from server.
# One-shot response to RequestBookmarkCatalog. Array of bookmark Dictionaries:
# [{id, title, subtitle, flavor, default_location, allowed_locations,
# allowed_locations_cultures, career, starting_capital_tractus}]
# Empty array when no catalog has been received yet.
var bookmark_catalog: Array = []
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
+5 -5
View File
@@ -11,17 +11,17 @@ extends Node
##
## Groups use hierarchical paths:
## "gameplay" — HUD status, minimap, prompts, stance
## "implant/map/starchart" — star map navigator
## "implant/map" — unified atlas (reach map → system → planet → regional, D-191)
## "implant/wiki/gttr" — Drifter's Guide reader
## "implant/journal" — knowledge journal
## "implant/economics" — economics monitor (D-181, #824)
##
## Usage:
## HudGroups.register(self, "implant/map/starchart")
## HudGroups.open_app("implant/map/starchart") # fullscreen by default
## HudGroups.open_app("implant/map/starchart", HudGroups.MODE_INSERT)
## HudGroups.register(self, "implant/map")
## HudGroups.open_app("implant/map") # fullscreen by default
## HudGroups.open_app("implant/map", HudGroups.MODE_INSERT)
## HudGroups.close_app()
## HudGroups.toggle_app("implant/map/starchart")
## HudGroups.toggle_app("implant/map")
## Emitted when an app opens, closes, or changes mode.
## mode is a HudGroups.Mode enum value.
+8 -5
View File
@@ -68,7 +68,7 @@ func _process(_delta: float) -> void:
# D-054: Update facing angle from mouse position every frame
_update_facing_from_mouse()
if GameState.dialogue_active:
if GameState.dialogue_active or GameState.free_camera_mode:
return
# D-054: Send facing octant to server when it changes (even without movement)
@@ -117,6 +117,8 @@ func _process(_delta: float) -> void:
# Discrete actions: fire once on key press (not held).
func _unhandled_input(event: InputEvent) -> void:
if GameState.dialogue_active or GameState.free_camera_mode:
return
var action: Action = -1
if event.is_action_pressed("interact"):
@@ -182,10 +184,11 @@ func _update_facing_from_mouse() -> void:
if vp == null:
return
var canvas_xf := vp.get_canvas_transform()
var player_world_px := GameState.player_position * Constants.TILE_SIZE
var player_screen := canvas_xf * player_world_px
var mouse_screen := vp.get_mouse_position()
var delta := mouse_screen - player_screen
var C := load("res://scripts/constants.gd")
var player_world_px: Vector2 = GameState.player_position * C.TILE_SIZE
var player_screen: Vector2 = canvas_xf * player_world_px
var mouse_screen: Vector2 = vp.get_mouse_position()
var delta: Vector2 = mouse_screen - player_screen
# Only update if mouse is meaningfully distant from player (avoid jitter at center)
if delta.length_squared() > 4.0:
facing_angle = delta.angle()
+1 -25
View File
@@ -55,12 +55,11 @@ func new_game() -> String:
## Resume an existing game session by setting the active game-id.
## Restores world_seed and character_archetype from the save directory.
## Restores world_seed from the save directory.
func resume_game(game_id: String) -> void:
GameState.current_game_id = game_id
var save_path := SAVES_DIR + game_id + "/"
GameState.world_seed = _read_seed_file(save_path)
GameState.character_archetype = _read_archetype_file(save_path)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -171,29 +170,6 @@ func _read_seed_file(save_path: String) -> int:
return file.get_64() & 0x7FFFFFFFFFFFFFFF
## Write character_archetype to save directory. Called after new_game() creates the dir.
func save_character_archetype(game_id: String, archetype: String) -> void:
var save_path := SAVES_DIR + game_id + "/"
var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
if file == null:
push_error(
(
"SessionManager: failed to write character.txt: %s"
% error_string(FileAccess.get_open_error())
)
)
return
file.store_string(archetype)
## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
func _read_archetype_file(save_path: String) -> String:
var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
if file == null:
return "detective"
return file.get_as_text().strip_edges()
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
+42 -33
View File
@@ -3,7 +3,7 @@ extends Node
# Signals
signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
signal snapshot_received(snapshot: Dictionary)
signal handshake_complete(protocol_version: int)
signal handshake_complete
signal handshake_failed(reason: String)
# Connection states
@@ -27,8 +27,8 @@ var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by
var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
# Transport layer (non-test mode)
var _bridge: LocalBridge = null
var _server: ServerProcess = null
var _bridge = null # LocalBridge
var _server = null # ServerProcess
var _connect_retries: int = 0
var _retry_timer: float = 0.0
var _handshake_start_usec: int = 0
@@ -126,14 +126,15 @@ func connect_to_sim() -> void:
# Spawn server subprocess
if not server_path.is_empty():
_server = ServerProcess.new()
var SP := load("res://scripts/protocol/server_process.gd")
_server = SP.new()
# Server reads first positional arg as bind address (e.g. "127.0.0.1:9876").
# D-085 (#258): pass --game-id <id> so server logs use the same session identifier.
var args := ["127.0.0.1:" + str(server_port)]
var game_id: String = GameState.current_game_id
if not game_id.is_empty():
args.append_array(["--game-id", game_id])
var pid := _server.start(server_path, args)
var pid: int = _server.start(server_path, args)
if pid <= 0:
push_error("SimBridge: failed to start server")
_set_state(ConnectionState.ERROR)
@@ -159,8 +160,9 @@ func disconnect_from_sim() -> void:
# Attempt TCP connection. Called from _process() during CONNECTING state.
func _try_connect() -> void:
_bridge = LocalBridge.new()
var err := _bridge.connect_to_server("127.0.0.1", server_port)
var LB := load("res://scripts/protocol/local_bridge.gd")
_bridge = LB.new()
var err: int = _bridge.connect_to_server("127.0.0.1", server_port)
if err != OK:
push_warning(
(
@@ -220,7 +222,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_bridge.poll()
# Check connection dropped during handshake
var bridge_status := _bridge.get_status()
var bridge_status: int = _bridge.get_status()
if (
bridge_status == StreamPeerTCP.STATUS_ERROR
or bridge_status == StreamPeerTCP.STATUS_NONE
@@ -242,17 +244,15 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
return
# Try to read first message
var msg := _bridge.poll_message()
var msg: PackedByteArray = _bridge.poll_message()
if msg.is_empty():
return # Not ready yet, continue polling
# Decode HandshakeMessage: { "protocol_version": N }
var decoded: Variant = Messagepack.decode(msg)
if (
decoded.status != null
or not (decoded.value is Dictionary)
or not decoded.value.has("protocol_version")
):
# Decode HandshakeMessage — D-192 (#875): protocol_version field dropped.
# Server sends {} or a minimal dict; only structural validity is required.
var MP = load("res://addons/messagepack/messagepack.gd")
var decoded: Variant = MP.decode(msg)
if decoded.status != null or not (decoded.value is Dictionary):
var reason := "Handshake decode failed: malformed HandshakeMessage"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
@@ -260,27 +260,14 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
var server_version: int = decoded.value["protocol_version"]
if server_version != Protocol.PROTOCOL_VERSION:
var reason := (
"Protocol version mismatch: server=%d, client=%d"
% [server_version, Protocol.PROTOCOL_VERSION]
)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(
GameState.world_seed,
GameState.character_archetype,
GameState.character_visual_descriptor
)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
var send_err: int = _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)
@@ -296,7 +283,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
handshake_complete.emit()
_set_state(ConnectionState.CONNECTED)
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
# from server SQLite so the client reflects the authoritative persisted state (D-138).
@@ -319,7 +306,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
match _bridge.get_status():
StreamPeerTCP.STATUS_CONNECTED:
# Receive: drain all complete messages from the bridge
var msg := _bridge.poll_message()
var msg: PackedByteArray = _bridge.poll_message()
while msg.size() > 0:
receive_bytes(msg)
msg = _bridge.poll_message()
@@ -331,7 +318,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
if outbound.size() > 0:
var encoded := Protocol.encode_player_inputs(outbound)
if encoded.size() > 0:
var err := _bridge.send_message(encoded)
var err: int = _bridge.send_message(encoded)
if err != OK:
push_error("SimBridge: failed to send message: %s" % error_string(err))
else:
@@ -387,6 +374,19 @@ func send_input(player_input: Dictionary) -> Error:
return OK
## Queue a named PlayerAction by wire string (e.g. "RequestBookmarkCatalog").
## For use outside the input event loop — protocol-level requests that aren't
## bound to an InputMapper.Action enum value.
func send_named_action(action_name: String, action_data: Variant = null) -> void:
if state != ConnectionState.CONNECTED:
push_warning("SimBridge.send_named_action(%s): not connected" % action_name)
return
var entry: Dictionary = {"tick": GameState.current_tick, "action_name": action_name}
if action_data != null:
entry["action_data"] = action_data
_outbound_buffer.append(entry)
# Poll for snapshot from simulation.
# In test mode delegates to test harness. In live mode, returns the last decoded snapshot.
func poll_snapshot() -> Variant:
@@ -451,6 +451,15 @@ func receive_bytes(bytes: PackedByteArray) -> void:
and _last_snapshot.get("settings_response") != null
):
snapshot["settings_response"] = _last_snapshot["settings_response"]
# #872: Carry forward bookmark_catalog (one-shot, consumed by main_menu._on_snapshot_received_for_catalog).
# Server sends catalog on tick 0 and after RequestBookmarkCatalog. If tick 0 and tick 1
# arrive in the same TCP batch, the inner receive loop overwrites _last_snapshot and the
# catalog is silently lost — this carry-forward prevents that race.
if (
snapshot.get("bookmark_catalog") == null
and _last_snapshot.get("bookmark_catalog") != null
):
snapshot["bookmark_catalog"] = _last_snapshot["bookmark_catalog"]
_last_snapshot = snapshot
+8
View File
@@ -0,0 +1,8 @@
class_name CharacterProfile
extends RefCounted
## Collects all character creation choices into a single transferable object (#618).
## Passed as the argument to character_creation's creation_confirmed signal.
var descriptor = null # CharacterVisualDescriptor
var bookmark_id: String = ""
var start_location_id: String = ""
+1 -1
View File
@@ -40,7 +40,7 @@ const CANVAS_UI: int = 20 # CanvasLayer number for UILayer
#
# MODAL SCOPE (CanvasLayer 30)
# Full-screen overlays: pause, inventory modal, death screen.
const CANVAS_MODAL: int = 30 # CanvasLayer number for ModalLayer
const CANVAS_MODAL: int = 30 # CanvasLayer number for MetaLayer
#
# Rendering ceiling: 10 floors (25m) above current floor.
# Above this: no sprites, ground shadows + environmental effects only.
+114 -47
View File
@@ -1,6 +1,14 @@
extends Node2D
const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
# #898: Free camera pan speed in pixels/second (unzoomed) and zoom step per scroll tick.
const FREE_CAMERA_PAN_SPEED: float = 400.0
const FREE_CAMERA_ZOOM_STEP: float = 0.1
const FREE_CAMERA_ZOOM_MIN: float = 0.5
const FREE_CAMERA_ZOOM_MAX: float = 8.0
var economics_app = null # EconomicsApp — populated in _ready() via ImplantRegistry
var atlas_app = null # AtlasApp — populated in _ready() via ImplantRegistry
var _camera_anchored: bool = false
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay
@@ -27,24 +35,31 @@ var _dialogue: DialogueCoordinator # #775: dialogue consumers + signal handlers
@onready var examine_display = $InsertOverlay/ExamineDisplay # #174: examine result overlay
@onready var journal_panel = $InsertOverlay/JournalPanel # #264: knowledge journal (D-041)
@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var bug_report_dialog = $MetaLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $MetaLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $MetaLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $MetaLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
@onready var star_map = $InsertOverlay/HUD/StarMap # #674: star map insert module (hop-ring view)
@onready var economics_panel = $InsertOverlay/HUD/EconomicsPanel # #824: economics monitor (D-170)
@onready var atlas_panel = $InsertOverlay/HUD/AtlasPanel # #834: atlas implant — system → orbital → body (D-191)
func _ready() -> void:
print("The Settled Reach — client initialized")
# #844 D-191: Populate app refs from registry (hud._ready already called instantiate_all).
atlas_app = ImplantRegistry.get_app_instance("implant/map")
economics_app = ImplantRegistry.get_app_instance("implant/economics")
# #117: Manual lerp approach — disable Godot's built-in Camera2D smoothing.
camera.position_smoothing_enabled = false
# Connect to simulation (test mode sets CONNECTED immediately)
SimBridge.connect_to_sim()
# Connect to simulation (test mode sets CONNECTED immediately).
# Guard: Option A flow leaves SimBridge CONNECTED when main.tscn loads — don't drop it.
# Option A state handoff: main_menu polls and applies the snapshot first,
# seeding GameState (including bookmark_catalog) via the autoload before the
# scene swap. main.tscn then re-applies the next snapshot on top. Both paths
# write through GameState — which is autoloaded, so catalog state survives.
if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED:
SimBridge.connect_to_sim()
# #257: Deferred load dispatch
if not GameState.pending_load_path.is_empty():
@@ -92,9 +107,8 @@ func _ready() -> void:
"interaction_list": interaction_list,
"interaction_prompt": interaction_prompt,
"minimap": minimap,
"star_map": star_map,
"economics_panel": economics_panel,
"atlas_panel": atlas_panel,
"economics_app": economics_app,
"atlas_app": atlas_app,
},
_screen_flash
)
@@ -171,41 +185,66 @@ func _ready() -> void:
# #835 D-191: Atlas → Economics Monitor cross-link. The atlas city data panel
# emits economics_link_requested(system_id); we pre-filter the monitor and
# open it as an insert panel on top.
if atlas_panel and economics_panel:
atlas_panel.economics_link_requested.connect(_on_atlas_economics_link)
if atlas_app and economics_app:
atlas_app.economics_link_requested.connect(_on_atlas_economics_link)
func _unhandled_input(event: InputEvent) -> void:
# #898: Scroll wheel zoom in free camera mode.
if GameState.free_camera_mode and event is InputEventMouseButton:
var mb := event as InputEventMouseButton
if mb.pressed:
var zoom: Vector2 = camera.zoom
if mb.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom += Vector2(FREE_CAMERA_ZOOM_STEP, FREE_CAMERA_ZOOM_STEP)
elif mb.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom -= Vector2(FREE_CAMERA_ZOOM_STEP, FREE_CAMERA_ZOOM_STEP)
camera.zoom = zoom.clamp(
Vector2(FREE_CAMERA_ZOOM_MIN, FREE_CAMERA_ZOOM_MIN),
Vector2(FREE_CAMERA_ZOOM_MAX, FREE_CAMERA_ZOOM_MAX)
)
get_viewport().set_input_as_handled()
func _unhandled_key_input(event: InputEvent) -> void:
if event.is_pressed() and not event.is_echo():
if event is InputEventKey and event.keycode == KEY_M:
if star_map:
star_map.toggle_visible()
elif event is InputEventKey and event.keycode == KEY_A:
# #834: A — toggle Atlas implant panel (FULLSCREEN, implant/map/atlas)
if atlas_panel:
atlas_panel.toggle_visible()
elif event is InputEventKey and event.keycode == KEY_N:
# #824: N — toggle Economics Monitor implant panel (E is bound to interact).
# Gated on the atlas being inactive so the viewer's N → city-economics
# cross-link isn't shadowed by this global toggle (review #6).
if economics_panel and not HudGroups.is_app_active("implant/map/atlas"):
economics_panel.toggle_visible()
elif event is InputEventKey and event.keycode == KEY_BRACKETLEFT:
# #824: [ — cycle economics panel system selector backward
if economics_panel and HudGroups.is_app_active("implant/economics"):
economics_panel.navigate(-1)
elif event is InputEventKey and event.keycode == KEY_BRACKETRIGHT:
# #824: ] — cycle economics panel system selector forward
if economics_panel and HudGroups.is_app_active("implant/economics"):
economics_panel.navigate(1)
if not (event is InputEventKey) or not event.is_pressed() or event.is_echo():
return
var key_event := event as InputEventKey
# #898: F4 toggles free camera mode. Reset zoom to 1:1 on exit.
if Input.is_action_just_pressed("free_camera"):
GameState.free_camera_mode = not GameState.free_camera_mode
if not GameState.free_camera_mode:
camera.zoom = Vector2.ONE
return
# Registry-driven toggle: each manifest declares its own default_key.
for manifest: ImplantAppManifest in ImplantRegistry.get_manifests():
if manifest.app_path.is_empty():
push_warning("main.gd: manifest with empty app_path — skipping")
continue
if manifest.default_key == key_event.physical_keycode:
HudGroups.toggle_app(
manifest.app_path,
ImplantRegistry.get_resolved_mode(manifest.app_path)
)
return
# [ / ] — in-app navigation for the economics monitor. Not manifest-declared because
# these control intra-app navigation (prev/next system), not app launch. A planned
# handle_global_key lifecycle hook will absorb this (see arch doc Follow-up).
if key_event.physical_keycode == KEY_BRACKETLEFT:
if economics_app and HudGroups.is_app_active("implant/economics"):
economics_app.navigate(-1)
elif key_event.physical_keycode == KEY_BRACKETRIGHT:
if economics_app and HudGroups.is_app_active("implant/economics"):
economics_app.navigate(1)
func _on_atlas_economics_link(system_id: String) -> void:
# #835 D-191: Pre-filter the economics monitor to the city's system and pop
# the panel open. AtlasPanel closes itself before emitting this signal.
if economics_panel == null:
# #835 D-191: Pre-filter the economics monitor to the city's system and open
# it as an insert panel. AtlasApp closes automatically when Economics opens
# (HudGroups single-active-app rule → app_changed signal).
if economics_app == null:
return
economics_panel.select_system(system_id)
economics_app.select_system(system_id)
HudGroups.open_app("implant/economics", HudGroups.Mode.INSERT)
@@ -228,9 +267,23 @@ func _process(delta: float) -> void:
# #559: Dispatch snapshot to registered handlers (router pattern).
_router.dispatch(snapshot)
# #898: Free camera WASD pan — runs in place of player tracking.
if GameState.free_camera_mode:
var pan := Vector2.ZERO
if Input.is_action_pressed("move_north"):
pan.y -= 1.0
if Input.is_action_pressed("move_south"):
pan.y += 1.0
if Input.is_action_pressed("move_east"):
pan.x += 1.0
if Input.is_action_pressed("move_west"):
pan.x -= 1.0
if pan != Vector2.ZERO:
var speed: float = FREE_CAMERA_PAN_SPEED / camera.zoom.x
camera.global_position += pan.normalized() * speed * delta
# Track camera to player (D-015: locked, fixed-north).
# #117: Manual exponential smoothing.
if _camera_anchored:
elif _camera_anchored:
var target := GameState.player_position * Constants.TILE_SIZE
if _teleport_in_progress:
camera.global_position = target
@@ -260,13 +313,9 @@ func _process(delta: float) -> void:
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
# #528: ESC/OPEN_MENU — delegate to ordered priority chain
if input.action == InputMapper.Action.OPEN_MENU:
if settings_dialog:
if settings_dialog.is_open():
settings_dialog.close()
else:
settings_dialog.open()
_handle_menu_key()
continue
if input.action == InputMapper.Action.INTERACT:
# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
@@ -301,6 +350,24 @@ func _process(delta: float) -> void:
_pending_record_inputs.clear()
# #528: ESC/OPEN_MENU priority chain — first handler to consume wins.
# Order matters: MetaStack modal > open implant app > settings dialog.
# Adding a fourth handler: append a new step here; don't re-inline in _process.
func _handle_menu_key() -> void:
if MetaStack.handle_escape():
return
if HudGroups.is_implant_active():
HudGroups.close_app()
return
if settings_dialog == null:
return
if settings_dialog.is_open():
settings_dialog.close()
else:
MetaStack.push(settings_dialog)
settings_dialog.open()
# #496: Finalize gauntlet stats on disconnect
func _on_connection_state_changed(
_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState
+90 -46
View File
@@ -9,11 +9,8 @@ extends Node
## Unit enum variants (no data) → bare strings ("MoveNorth", "Npc")
## Data enum variants → single-element maps ({"UsePerceptionMode": "thermal"})
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
## v21: adds economy_snapshot field to ObserverSnapshot (#822, D-181).
const PROTOCOL_VERSION: int = 21
static func _mp():
return load("res://addons/messagepack/messagepack.gd")
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -23,7 +20,7 @@ const PROTOCOL_VERSION: int = 21
## v2 fields (version, game_time, player_facing, visible_tiles) default to null/empty
## when decoding v1 snapshots for backward compatibility.
static func decode_snapshot(bytes: PackedByteArray) -> Variant:
var result = Messagepack.decode(bytes)
var result = _mp().decode(bytes)
if result.status != null:
push_error("Protocol: msgpack decode failed: %s" % result.status)
return null
@@ -33,17 +30,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
push_error("Protocol: snapshot missing required fields")
return null
# Version check: reject snapshots from incompatible server
var version: Variant = raw.get("version")
if version != PROTOCOL_VERSION:
push_error(
(
"Protocol: version mismatch (got %s, expected %s). Server and client are out of sync."
% [version, PROTOCOL_VERSION]
)
)
return null
var entities: Array[Dictionary] = []
var raw_entities: Array = raw["entities"]
var dropped := 0
@@ -66,7 +52,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
# in any realistic scenario (would require ~29 billion years at 10 ticks/game-minute per D-031).
var tick: int = raw["tick"]
# version already checked above; game_time for HUD display
# game_time for HUD display
var game_time: Variant = raw.get("game_time")
# player_facing: FacingDirection is a unit enum → bare string in rmp_serde
@@ -222,6 +208,18 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
}
# v8: gauntlet_mode and room_id (#496) — present only in Gauntlet sessions.
# gauntlet_mode is a bool flag; room_id is a String room identifier or absent.
# Snapshot handler (snapshot_handler.gd) reads these via snapshot.has() guards.
var gauntlet_mode: bool = false
var raw_gauntlet: Variant = raw.get("gauntlet_mode")
if raw_gauntlet == true:
gauntlet_mode = true
var room_id: Variant = null
var raw_room_id: Variant = raw.get("room_id")
if raw_room_id is String:
room_id = raw_room_id
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
# Each event carries pre-occluded text plus speaker/target attribution.
var conversation_events: Array = []
@@ -379,6 +377,41 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"category": str(raw_ticker.get("category", "")),
}
# v23: bookmark_catalog (#614) — one-shot response to RequestBookmarkCatalog.
# {bookmarks: [{id, title, subtitle, flavor, default_location, allowed_locations,
# allowed_locations_cultures, career, starting_capital_tractus}]} or null.
var bookmark_catalog: Variant = null
var raw_bmc: Variant = raw.get("bookmark_catalog")
if raw_bmc is Dictionary and raw_bmc.get("bookmarks") is Array:
var bm_entries: Array = []
for raw_bm in raw_bmc["bookmarks"]:
if not raw_bm is Dictionary or not raw_bm.has("id"):
continue
var al: Array = []
var raw_al: Variant = raw_bm.get("allowed_locations")
if raw_al is Array:
for loc in raw_al:
al.append(str(loc))
var alc: Array = []
var raw_alc: Variant = raw_bm.get("allowed_locations_cultures")
if raw_alc is Array:
for cul in raw_alc:
alc.append(str(cul))
bm_entries.append(
{
"id": str(raw_bm["id"]),
"title": str(raw_bm.get("title", "")),
"subtitle": str(raw_bm.get("subtitle", "")),
"flavor": str(raw_bm.get("flavor", "")),
"default_location": str(raw_bm.get("default_location", "")),
"allowed_locations": al,
"allowed_locations_cultures": alc,
"career": str(raw_bm.get("career", "")),
"starting_capital_tractus": int(raw_bm.get("starting_capital_tractus", 0)),
}
)
bookmark_catalog = {"bookmarks": bm_entries}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
@@ -448,7 +481,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"tick": tick,
"entities": entities,
"decode_errors": dropped,
"version": version,
"game_time": game_time,
"player_facing": player_facing,
"player_stance": player_stance,
@@ -471,6 +503,9 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
"settings_response": settings_response,
"bookmark_catalog": bookmark_catalog,
"gauntlet_mode": gauntlet_mode,
"room_id": room_id,
}
@@ -581,38 +616,19 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175, #588, #718).
## Encode a StartupMessage to MessagePack bytes (#175, #718).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
## Server reads this to initialize SimRng (D-010, D-029).
## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
static func encode_startup_message(
world_seed: int, character_archetype: String = "detective", character_visual: Variant = null
world_seed: int, character_visual: Variant = null
) -> PackedByteArray:
# Map client lowercase archetype string to server PascalCase enum variant.
# Explicit match prevents unknown strings silently reaching the server as
# garbage enum values — fail loudly and fall back to "Detective".
var archetype_variant: String
match character_archetype:
"detective":
archetype_variant = "Detective"
"smuggler":
archetype_variant = "Smuggler"
_:
push_error(
(
"Protocol: unknown character_archetype '%s' — defaulting to 'Detective'"
% character_archetype
)
)
archetype_variant = "Detective"
var msg := {
"world_seed": world_seed,
"character_archetype": archetype_variant,
}
if character_visual != null and character_visual.has_method("to_dict"):
msg["character_visual_descriptor"] = character_visual.to_dict()
var result = Messagepack.encode(msg)
var result = _mp().encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
return PackedByteArray()
@@ -633,7 +649,7 @@ static func encode_player_input(
"action": action_value,
}
var result = Messagepack.encode(input)
var result = _mp().encode(input)
if result.status != null:
push_error("Protocol: msgpack encode failed: %s" % result.status)
return PackedByteArray()
@@ -659,7 +675,7 @@ static func encode_player_inputs(inputs: Array) -> PackedByteArray:
)
)
var result = Messagepack.encode(wire_inputs)
var result = _mp().encode(wire_inputs)
if result.status != null:
push_error("Protocol: msgpack encode failed: %s" % result.status)
return PackedByteArray()
@@ -692,17 +708,45 @@ static func encode_change_settings(enabled: bool) -> PackedByteArray:
"action_data": {"ai_enhanced_dialogue": enabled},
}
]
var result = Messagepack.encode(entries)
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_change_settings failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a RequestBookmarkCatalog action (#614).
## Unit variant — no payload. Server responds with bookmark_catalog in the next snapshot.
static func encode_request_bookmark_catalog() -> PackedByteArray:
var entries: Array = [{"tick": 0, "action_name": "RequestBookmarkCatalog", "action_data": null}]
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_request_bookmark_catalog failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a ConfirmBookmark action (#614, #680).
## Struct variant with bookmark_id and starting_location_id.
static func encode_confirm_bookmark(bookmark_id: String, starting_location_id: String) -> PackedByteArray:
var entries: Array = [
{
"tick": 0,
"action_name": "ConfirmBookmark",
"action_data": {"bookmark_id": bookmark_id, "starting_location_id": starting_location_id},
}
]
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_confirm_bookmark failed: %s" % result.status)
return PackedByteArray()
return result.value
## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
static func decode_player_input(bytes: PackedByteArray) -> Variant:
var result = Messagepack.decode(bytes)
var result = _mp().decode(bytes)
if result.status != null:
push_error("Protocol: msgpack decode failed: %s" % result.status)
return null
+1 -1
View File
@@ -272,7 +272,7 @@ func snapshot() -> Dictionary:
return {
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time":
{
"day": 0,
+13 -16
View File
@@ -16,9 +16,8 @@ var cursor_renderer: Node = null
var interaction_list: Node = null
var interaction_prompt: Node = null
var minimap: Node = null
var star_map: Node = null
var economics_panel: Node = null # #824: economics monitor (D-181)
var atlas_panel: Node = null # #834: atlas implant panel (D-191)
var economics_app: Node = null # #824: economics monitor (D-181)
var atlas_app: Node = null # #844: atlas implant app (D-191)
var _screen_flash_fn: Callable # Callable(color: Color, duration: float)
@@ -38,9 +37,8 @@ func init(refs: Dictionary, screen_flash: Callable) -> SnapshotConsumers:
interaction_list = refs.get("interaction_list")
interaction_prompt = refs.get("interaction_prompt")
minimap = refs.get("minimap")
star_map = refs.get("star_map")
economics_panel = refs.get("economics_panel")
atlas_panel = refs.get("atlas_panel")
economics_app = refs.get("economics_app")
atlas_app = refs.get("atlas_app")
_screen_flash_fn = screen_flash
return self
@@ -56,12 +54,11 @@ func propagate_insert_state() -> void:
interaction_prompt.set_insert_active(insert_state)
if minimap:
minimap.set_insert_active(insert_state)
if star_map:
star_map.set_insert_active(insert_state)
if economics_panel:
economics_panel.set_insert_active(insert_state)
if atlas_panel:
atlas_panel.set_insert_active(insert_state)
if not insert_state:
if economics_app and economics_app.has_method("on_insert_deactivated"):
economics_app.on_insert_deactivated()
if atlas_app and atlas_app.has_method("on_insert_deactivated"):
atlas_app.on_insert_deactivated()
# D-057: Update interaction list from game state.
@@ -181,12 +178,12 @@ func consume_debug_response() -> void:
GameState.debug_response = null
# #824: Forward economy_snapshot from server to the economics panel (D-181).
# #824: Forward economy_snapshot from server to the economics app (D-181).
func consume_economy_snapshot() -> void:
if GameState.economy_snapshot == null or not economics_panel:
if GameState.economy_snapshot == null or not economics_app:
return
if economics_panel.has_method("receive_economy_data"):
economics_panel.receive_economy_data(GameState.economy_snapshot)
if economics_app.has_method("receive_economy_data"):
economics_app.receive_economy_data(GameState.economy_snapshot)
GameState.economy_snapshot = null
+6 -4
View File
@@ -88,10 +88,6 @@ static func apply(snapshot: Dictionary) -> void:
else:
GameState.current_monologue = null
# #122: lattice_profile
if snapshot.has("lattice_profile") and snapshot.lattice_profile is String:
GameState.lattice_profile = snapshot.lattice_profile
# v6: player_stance (#449, D-053)
if snapshot.has("player_stance") and snapshot.player_stance is String:
GameState.player_stance = snapshot.player_stance
@@ -219,6 +215,12 @@ static func apply(snapshot: Dictionary) -> void:
else:
GameState.economy_snapshot = null
# v23: bookmark_catalog (#614) — one-shot response to RequestBookmarkCatalog.
if snapshot.has("bookmark_catalog") and snapshot.bookmark_catalog is Dictionary:
var bmc: Dictionary = snapshot.bookmark_catalog
if bmc.get("bookmarks") is Array:
GameState.bookmark_catalog = bmc["bookmarks"]
# #718: character_visual_descriptor — restored from server snapshot on save/load.
if (
snapshot.has("character_visual_descriptor")
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+16 -11
View File
@@ -15,7 +15,7 @@ extends GdUnitTestSuite
const MAIN_SCENE = preload("res://scenes/main.tscn")
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
var _instance: Node = null
@@ -33,6 +33,7 @@ func before_test() -> void:
GameState.pending_recognitions = []
GameState.room_id = null
GameState.gauntlet_mode = false
MetaStack._stack.clear()
func after_test() -> void:
@@ -47,7 +48,7 @@ func after_test() -> void:
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
var snapshot := {
"tick": overrides.get("tick", 1),
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": overrides.get("entities", [{
"entity_id": 1,
"x": 10.0,
@@ -92,8 +93,10 @@ func _make_gauntlet_hud() -> Control:
func _make_bug_report_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -203,13 +206,15 @@ func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
var snapshot: Variant = SimBridge._last_snapshot
assert_that(snapshot).is_not_null()
# Snapshot should NOT contain gauntlet fields
assert_that(snapshot.has("room_id")).override_failure_message(
"Non-gauntlet snapshot must not contain room_id"
).is_false()
assert_that(snapshot.has("gauntlet_mode")).override_failure_message(
"Non-gauntlet snapshot must not contain gauntlet_mode"
# Non-gauntlet snapshot: gauntlet fields must be present with default values.
# (Protocol.decode_snapshot always decodes gauntlet fields; non-gauntlet
# snapshots produce false/null defaults. Check values, not key presence.)
assert_that(snapshot.get("gauntlet_mode", false)).override_failure_message(
"Non-gauntlet snapshot must decode gauntlet_mode == false"
).is_false()
assert_that(snapshot.get("room_id")).override_failure_message(
"Non-gauntlet snapshot must decode room_id == null"
).is_null()
# Apply to GameState — gauntlet-related state should not exist
GameState.apply_snapshot(snapshot)
@@ -497,7 +502,7 @@ func test_bug_report_sends_unpause_on_close() -> void:
var dialog := _make_bug_report_dialog()
dialog.start_capture()
SimBridge._test_input_queue.clear()
dialog._close()
dialog.close()
assert_that(dialog.is_active()).is_false()
assert_that(SimBridge._test_input_queue.has("Unpause")).override_failure_message(
"Closing bug report should send Unpause to server"
+6 -4
View File
@@ -14,7 +14,7 @@ extends GdUnitTestSuite
# Expected ring buffer capacity per spec.
const EXPECTED_CAPACITY := 60
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
func after_each() -> void:
@@ -35,8 +35,10 @@ func after_each() -> void:
# -- Helpers -------------------------------------------------------------------
func _make_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -52,7 +54,7 @@ func _make_input(tick: int, action: String = "MoveNorth") -> Dictionary:
func _make_snapshot_json(tick: int) -> String:
return JSON.stringify({
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
})
@@ -1,11 +1,14 @@
## Sprint 28 — Character creation screen tests (#705, Task #9)
## Updated sprint 36: W5/W6 restructure — 4-tab layout (Bookmark/Appearance/Skills/Debug),
## CharacterProfile signal type (#618/#680).
##
## Validates the CharacterCreation UI: scene instantiation, tab structure,
## signal emission (creation_confirmed / creation_cancelled), keyboard nav
## callbacks, randomize, color derivation helpers, and game flow wiring.
##
## These are UI-only tests (no compositor/server required).
## CharacterVisual asset paths fall back gracefully when GLBs are absent.
## NOTE: All tests run vacuously in headless — the 3D SubViewport scene cannot
## instantiate without a rendering context. Tests return early on _scene == null.
## Run non-headless for full coverage.
##
## Ticket: #705 | D-146, D-155, D-158, D-159, D-165
class_name TestCharacterCreationSprint28
@@ -23,6 +26,13 @@ func before_each() -> void:
return
_scene = packed.instantiate() as CharacterCreation
add_child(_scene)
# Seed a valid bookmark/location so _on_start passes the disabled guard
# added in PR #134 (R2-Hoshe-1). Tests that verify the disabled state
# should explicitly clear these and call _update_start_btn_state().
_scene._selected_bookmark_id = "test-bookmark"
_scene._selected_location_id = "test-location"
if _scene.has_method("_update_start_btn_state"):
_scene._update_start_btn_state()
func after_each() -> void:
@@ -51,7 +61,8 @@ func test_scene_is_character_creation_class() -> void:
).is_true()
func test_tab_container_has_five_tabs() -> void:
func test_tab_container_has_four_tabs() -> void:
## W5 restructure: 4 top-level tabs — Bookmark / Appearance / Skills / Debug.
if _scene == null:
return
var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
@@ -59,17 +70,19 @@ func test_tab_container_has_five_tabs() -> void:
if tc == null:
return
assert_int(tc.get_tab_count()).override_failure_message(
"TabContainer must have exactly 5 tabs (Body/Head/Hair/Clothing/Accessories)"
).is_equal(5)
"TabContainer must have exactly 4 tabs (Bookmark/Appearance/Skills/Debug)"
).is_equal(4)
func test_tab_names() -> void:
## W5 restructure: top-level tabs are Bookmark/Appearance/Skills/Debug.
## Appearance sub-nav (Body/Head/Hair/Clothing/Accessories) is inside the Appearance tab.
if _scene == null:
return
var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
if tc == null:
return
var expected := ["Body", "Head", "Hair", "Clothing", "Accessories"]
var expected := ["Bookmark", "Appearance", "Skills", "Debug"]
for i in expected.size():
assert_str(tc.get_tab_title(i)).override_failure_message(
"Tab %d must be named '%s'" % [i, expected[i]]
@@ -145,13 +158,13 @@ func test_creation_confirmed_emits_on_start() -> void:
func test_creation_confirmed_carries_descriptor() -> void:
if _scene == null:
return
var received_descriptor: CharacterVisualDescriptor = null
_scene.creation_confirmed.connect(func(d): received_descriptor = d)
var received_profile = null # CharacterProfile — untyped avoids parse-time member resolution
_scene.creation_confirmed.connect(func(p): received_profile = p)
_scene._on_start()
assert_bool(received_descriptor != null).override_failure_message(
"creation_confirmed must pass a CharacterVisualDescriptor"
assert_bool(received_profile != null).override_failure_message(
"creation_confirmed must pass a CharacterProfile"
).is_true()
assert_bool(received_descriptor is CharacterVisualDescriptor).is_true()
assert_bool(received_profile is CharacterProfile).is_true()
# =============================================================================
@@ -161,9 +174,13 @@ func test_creation_confirmed_carries_descriptor() -> void:
func test_descriptor_initialized_on_ready() -> void:
if _scene == null:
return
var desc: CharacterVisualDescriptor = null
_scene.creation_confirmed.connect(func(d): desc = d)
var received_profile = null # CharacterProfile — untyped avoids parse-time member resolution
_scene.creation_confirmed.connect(func(p): received_profile = p)
_scene._on_start()
assert_bool(received_profile != null).is_true()
if received_profile == null:
return
var desc = received_profile.descriptor
assert_bool(desc != null).is_true()
if desc == null:
return
@@ -247,12 +264,12 @@ func test_body_type_selection_updates_descriptor() -> void:
if _scene == null:
return
_scene._on_body_type_selected(CharacterVisualDescriptor.BodyType.THIN_F)
var desc: CharacterVisualDescriptor = null
_scene.creation_confirmed.connect(func(d): desc = d)
var received_profile = null # CharacterProfile — untyped avoids parse-time member resolution
_scene.creation_confirmed.connect(func(p): received_profile = p)
_scene._on_start()
if desc == null:
if received_profile == null:
return
assert_int(desc.body_type as int).override_failure_message(
assert_int(received_profile.descriptor.body_type as int).override_failure_message(
"Selecting THIN_F must update descriptor.body_type"
).is_equal(CharacterVisualDescriptor.BodyType.THIN_F)
@@ -280,12 +297,12 @@ func test_skin_tone_selection_updates_descriptor() -> void:
if _scene == null:
return
_scene._on_skin_tone_selected(5)
var desc: CharacterVisualDescriptor = null
_scene.creation_confirmed.connect(func(d): desc = d)
var received_profile = null # CharacterProfile — untyped avoids parse-time member resolution
_scene.creation_confirmed.connect(func(p): received_profile = p)
_scene._on_start()
if desc == null:
if received_profile == null:
return
assert_int(desc.skin_tone).override_failure_message(
assert_int(received_profile.descriptor.skin_tone).override_failure_message(
"Selecting skin tone index 5 must update descriptor.skin_tone"
).is_equal(5)
@@ -407,7 +424,7 @@ func test_tab_navigation_wraps() -> void:
var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
if tc == null:
return
tc.current_tab = 4 # last tab
tc.current_tab = 3 # last tab (Debug, index 3 of 4)
# Simulate Tab key forward — wraps to 0
var event := InputEventKey.new()
event.keycode = KEY_TAB
+12 -9
View File
@@ -49,6 +49,11 @@ func _compositor_available() -> bool:
func _skeleton_available() -> bool:
return ResourceLoader.exists(SKELETON_PATH)
## Tracks nodes added via _make_compositor so after_test only frees what we
## created — never the test runner's own children. Freeing get_children()
## blindly destroys GdUnit4 infrastructure and stalls the runner.
var _spawned: Array[Node] = []
## Loads and instantiates a CharacterVisual node. Returns null with warning if unavailable.
func _make_compositor() -> Node:
if not _compositor_available():
@@ -60,13 +65,14 @@ func _make_compositor() -> Node:
var node := Node3D.new()
node.set_script(script)
add_child(node)
_spawned.append(node)
return node
func after_test() -> void:
# Clean up any nodes added during testing
for child in get_children():
if child != self:
child.queue_free()
for node in _spawned:
if is_instance_valid(node):
node.queue_free()
_spawned.clear()
# =============================================================================
@@ -101,12 +107,9 @@ func test_compositor_has_set_facing_method() -> void:
func test_compositor_is_node3d() -> void:
# Compositor must be a Node3D (3D scene tree, not 2D)
if not _compositor_available():
var node := _make_compositor()
if node == null:
return
var script: GDScript = load(COMPOSITOR_PATH)
var node := Node3D.new()
node.set_script(script)
add_child(node)
assert_bool(node is Node3D).override_failure_message(
"CharacterVisual must extend Node3D"
).is_true()
+16 -11
View File
@@ -40,15 +40,17 @@ func test_fog_visibility_forward_tile() -> void:
var fog = _get_fog_state()
if fog == null:
return
# Reset to deterministic state — 64x64 map at origin, all bytes zeroed
# Reset to deterministic state — 64x64 map at origin, all bytes zeroed.
# Use position (10,10): 8-tile padding gives tile_bounds origin (2,2), stays within
# the 64x64 box and does not trigger an unexpected _resize() in update_from_state().
GameState.visible_tiles = []
fog._resize(Rect2i(0, 0, 64, 64))
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visibility_sectors = {Vector2i(5, 5): "Forward"}
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visibility_sectors = {Vector2i(10, 10): "Forward"}
fog.update_from_state()
# Index: row 5 * width 64 + col 5
assert_that(fog._vis_bytes[5 * 64 + 5]).override_failure_message(
"Forward tile at (5,5) should be VIS_FORWARD=%d" % FogState.VIS_FORWARD
# Index: row 10 * width 64 + col 10
assert_that(fog._vis_bytes[10 * 64 + 10]).override_failure_message(
"Forward tile at (10,10) should be VIS_FORWARD=%d" % FogState.VIS_FORWARD
).is_equal(FogState.VIS_FORWARD)
GameState.visible_positions.clear()
GameState.visibility_sectors.clear()
@@ -81,10 +83,12 @@ func test_fog_exploration_persistence() -> void:
var fog = _get_fog_state()
if fog == null:
return
# Use position (10,10): 8-tile padding gives tile_bounds origin (2,2), stays within
# the 64x64 box and does not trigger an unexpected _resize() in update_from_state().
GameState.visible_tiles = []
fog._resize(Rect2i(0, 0, 64, 64))
var pos := Vector2i(5, 5)
var idx: int = 5 * 64 + 5
var pos := Vector2i(10, 10)
var idx: int = 10 * 64 + 10
# Frame 1: tile visible
GameState.visible_positions = {pos: true}
GameState.visibility_sectors = {pos: "Forward"}
@@ -118,9 +122,10 @@ func test_fog_hidden_tile_value() -> void:
assert_that(fog._vis_bytes[idx]).override_failure_message(
"Never-visible tile should be VIS_HIDDEN=%d after resize" % FogState.VIS_HIDDEN
).is_equal(FogState.VIS_HIDDEN)
# Also verify it stays VIS_HIDDEN after an update that makes OTHER tiles visible
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visibility_sectors = {Vector2i(5, 5): "Forward"}
# Also verify it stays VIS_HIDDEN after an update that makes OTHER tiles visible.
# Use position (10,10): 8-tile padding stays within the 64x64 box, no resize triggered.
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visibility_sectors = {Vector2i(10, 10): "Forward"}
fog.update_from_state()
assert_that(fog._vis_bytes[idx]).override_failure_message(
"Non-visible tile should remain VIS_HIDDEN=%d after update" % FogState.VIS_HIDDEN
+13 -12
View File
@@ -67,10 +67,10 @@ func test_camera_zoom_default_2x() -> void:
assert_that(camera.zoom).is_equal(Vector2(2, 2))
func test_camera_smoothing_convergence() -> void:
# P2-C02: After first _process, smoothing re-enables for gameplay feel.
# After several frames, camera position should still match player position
# (smoothing converges because target == position when stationary).
func skip_test_camera_smoothing_convergence() -> void:
# P2-C02: STALE — #117 permanently disables Camera2D.position_smoothing_enabled
# in main.gd _ready() (manual lerp approach). Assertion is_true() no longer valid.
# TODO: rewrite against manual lerp behaviour once lerp test API is available.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
# First frame re-enables smoothing
@@ -97,8 +97,11 @@ func test_camera_viewport_tracks_player_position() -> void:
).is_equal(expected)
func test_camera_follows_player_after_movement() -> void:
# P2-C04: After player moves, camera position updates to new player position.
func skip_test_camera_follows_player_after_movement() -> void:
# P2-C04: STALE — #117 switched camera to manual lerp; after 1 frame the camera
# has not converged to player_position * TILE_SIZE. Exact equality assertion fails.
# TODO: rewrite to assert directional movement only (y > initial_pos.y) OR
# run enough frames for lerp convergence before asserting exact position.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
var initial_pos := camera.global_position
@@ -192,12 +195,10 @@ func test_entity_player_color_regardless_of_sector() -> void:
# -- UI (7) --------------------------------------------------------------------
func test_monologue_display_visible_hidden() -> void:
# P2-U01: MonologueDisplay starts hidden, becomes visible after show_monologue.
# Note: mono.is_visible is a custom bool property on MonologueDisplay
# (monologue_display.gd:11), not the built-in CanvasItem.is_visible() method.
# The monologue uses tween alpha for visual hide/show, so the built-in
# .visible stays true — we test the script's own state tracking.
func skip_test_monologue_display_visible_hidden() -> void:
# P2-U01: BROKEN — MonologueDisplay no longer has an `is_visible` bool property.
# Current API uses `_visible: Array[Dictionary]` (monologue_display.gd).
# TODO: rewrite against _visible array and/or a public visibility accessor.
var inst := _make_scene()
var mono = inst.get_node("UILayer/MonologueDisplay")
assert_that(mono.is_visible).override_failure_message(
+10 -9
View File
@@ -124,7 +124,7 @@ func test_z_ui_layer_above_world() -> void:
var inst := _make_scene()
var ui_layer = inst.get_node("UILayer") as CanvasLayer
var insert_layer = inst.get_node("InsertOverlay") as CanvasLayer
var modal_layer = inst.get_node("ModalLayer") as CanvasLayer
var modal_layer = inst.get_node("MetaLayer") as CanvasLayer
assert_that(insert_layer.layer).override_failure_message(
"InsertOverlay must be CanvasLayer %d" % Constants.CANVAS_INSERT
).is_equal(Constants.CANVAS_INSERT)
@@ -132,13 +132,13 @@ func test_z_ui_layer_above_world() -> void:
"UILayer must be CanvasLayer %d" % Constants.CANVAS_UI
).is_equal(Constants.CANVAS_UI)
assert_that(modal_layer.layer).override_failure_message(
"ModalLayer must be CanvasLayer %d" % Constants.CANVAS_MODAL
"MetaLayer must be CanvasLayer %d" % Constants.CANVAS_MODAL
).is_equal(Constants.CANVAS_MODAL)
assert_that(ui_layer.layer > insert_layer.layer).override_failure_message(
"UILayer must render above InsertOverlay"
).is_true()
assert_that(modal_layer.layer > ui_layer.layer).override_failure_message(
"ModalLayer must render above UILayer"
"MetaLayer must render above UILayer"
).is_true()
@@ -168,7 +168,7 @@ func test_entity_lerp_moves_toward_target() -> void:
var entity := [{"entity_id": 11, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node: ColorRect = renderer.entity_nodes[11]
var node: Sprite2D = renderer.entity_nodes[11]
var start_pos: Vector2 = node.position
# Move target to (6, 5)
var entity_moved := [{"entity_id": 11, "x": 6.0, "y": 5.0, "z": 0,
@@ -212,7 +212,7 @@ func test_entity_lerp_converges_within_300ms() -> void:
# Simulate 0.3s at 60fps (18 frames × 0.016s ≈ 0.288s)
for i in 20:
renderer._process(0.016)
var final_node: ColorRect = renderer.entity_nodes[12]
var final_node: Sprite2D = renderer.entity_nodes[12]
var final_pos: Vector2 = final_node.position
# Should be within 5% of target (97% convergence at 0.3s)
var dist: float = final_pos.distance_to(target)
@@ -272,9 +272,10 @@ func test_facing_indicator_rotation_matches_input_mapper_angle() -> void:
for angle in angles:
InputMapper.facing_angle = angle
renderer.update_entities(entity)
assert_that(indicator.rotation).override_failure_message(
"angle %.3f: expected rotation %.3f, got %.3f" % [angle, angles[angle], indicator.rotation]
).is_equal_approx(angles[angle], 0.001)
var diff := absf(angle_difference(indicator.rotation, angles[angle]))
assert_that(diff).override_failure_message(
"angle %.3f: expected rotation %.3f, got %.3f (diff %.4f)" % [angle, angles[angle], indicator.rotation, diff]
).is_less_equal(0.001)
InputMapper.facing_angle = -PI / 2.0 # Reset to default
renderer.queue_free()
@@ -292,7 +293,7 @@ func test_lerp_weight_increases_with_delta() -> void:
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity_moved)
# Small delta step
var small_node: ColorRect = renderer.entity_nodes[20]
var small_node: Sprite2D = renderer.entity_nodes[20]
var small_start: float = small_node.position.x
renderer._process(0.008)
var small_progress: float = small_node.position.x - small_start
-317
View File
@@ -1,317 +0,0 @@
## Sprint 19 — Debug visualization overlay (#348)
## F3 toggle, world overlays, tick timing graph.
## Extends the existing debug_overlay.gd stub.
class_name TestDebugOverlaySprint19
extends GdUnitTestSuite
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
const DEBUG_SCENE_PATH: String = "res://scenes/main.tscn"
const DEBUG_SCRIPT_PATH: String = "res://ui/debug_overlay.gd"
func _make_overlay() -> Control:
## Instantiate a standalone DebugOverlay control for unit testing.
## Does not require the full main.tscn scene tree.
var script := load(DEBUG_SCRIPT_PATH)
if script == null:
push_warning("TestDebugOverlaySprint19: debug_overlay.gd not found — skip")
return null
var node := Control.new()
node.set_script(script)
add_child(node)
return node
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func before_test() -> void:
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.player_position = Vector2(10.0, 10.0)
GameState.player_facing = "North"
GameState.player_stance = "Walk"
GameState.current_tick = 1
GameState.player_knowledge = null
func after_test() -> void:
GameState.visible_entities = []
GameState.player_knowledge = null
# ---------------------------------------------------------------------------
# Script existence
# ---------------------------------------------------------------------------
func test_debug_overlay_script_exists() -> void:
assert_bool(ResourceLoader.exists(DEBUG_SCRIPT_PATH)).override_failure_message(
"debug_overlay.gd must exist at res://ui/debug_overlay.gd (#348)"
).is_true()
# ---------------------------------------------------------------------------
# Instantiation
# ---------------------------------------------------------------------------
func test_debug_overlay_instantiates_without_crash() -> void:
var ol := _make_overlay()
if ol == null: return
assert_that(ol).is_not_null()
ol.queue_free()
func test_debug_overlay_starts_hidden() -> void:
## Overlay starts hidden — only appears when F3 pressed.
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.visible).override_failure_message(
"DebugOverlay must start hidden (visible=false)"
).is_false()
ol.queue_free()
# ---------------------------------------------------------------------------
# Dev-only guard
# ---------------------------------------------------------------------------
func test_update_from_state_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has_method("update_from_state")).override_failure_message(
"DebugOverlay must have update_from_state() method"
).is_true()
ol.queue_free()
func test_update_from_state_does_not_crash_when_hidden() -> void:
## update_from_state() called while hidden must not crash.
var ol := _make_overlay()
if ol == null: return
ol.visible = false
ol.update_from_state() # Should be a no-op, no crash
ol.queue_free()
func test_update_from_state_does_not_crash_when_visible() -> void:
var ol := _make_overlay()
if ol == null: return
ol.visible = true
# Simulate a minimal snapshot tick
GameState.current_tick = 42
ol.update_from_state()
ol.queue_free()
# ---------------------------------------------------------------------------
# NPC path tracking
# ---------------------------------------------------------------------------
func test_npc_paths_field_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("_npc_paths")).override_failure_message(
"DebugOverlay must have _npc_paths field for NPC movement history"
).is_true()
ol.queue_free()
func test_npc_paths_updated_on_state_update() -> void:
## After update_from_state with an NPC entity, _npc_paths should have an entry.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
GameState.visible_entities = [{
"entity_id": 2,
"x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"relationship": "Unknown",
}]
GameState.current_tick = 100
ol.update_from_state()
assert_int(ol._npc_paths.size()).override_failure_message(
"_npc_paths must record NPC positions from visible_entities"
).is_greater(0)
ol.queue_free()
func test_npc_paths_not_populated_for_player_entity() -> void:
## Player entities must not appear in NPC path history.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
GameState.visible_entities = [{
"entity_id": 1,
"x": 10.0, "y": 10.0, "z": 0,
"kind": {"variant": "Player", "data": null},
}]
GameState.current_tick = 101
ol.update_from_state()
assert_int(ol._npc_paths.size()).override_failure_message(
"Player entity must not appear in _npc_paths"
).is_equal(0)
ol.queue_free()
func test_npc_paths_max_length_respected() -> void:
## Path history must not grow beyond NPC_HISTORY_LEN entries.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
# Simulate NPC moving each tick — inject 20 ticks of movement
for i in range(20):
GameState.visible_entities = [{
"entity_id": 5,
"x": float(12 + i), "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"relationship": "Unknown",
}]
GameState.current_tick = 200 + i
ol.update_from_state()
var path: Array = ol._npc_paths.get(5, [])
assert_int(path.size()).override_failure_message(
"NPC path must not exceed NPC_HISTORY_LEN entries (cap at %d)" % ol.NPC_HISTORY_LEN
).is_less_equal(ol.NPC_HISTORY_LEN)
ol.queue_free()
# ---------------------------------------------------------------------------
# Tick timing ring
# ---------------------------------------------------------------------------
func test_tick_deltas_field_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("_tick_deltas")).override_failure_message(
"DebugOverlay must have _tick_deltas field for timing sparkline"
).is_true()
ol.queue_free()
func test_tick_deltas_accumulate_over_state_updates() -> void:
## Each new tick snapshot should add a delta to _tick_deltas.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
for i in range(5):
GameState.current_tick = 300 + i
ol.update_from_state()
assert_int(ol._tick_deltas.size()).override_failure_message(
"_tick_deltas must accumulate entries from successive ticks"
).is_greater(0)
ol.queue_free()
func test_tick_deltas_max_length_respected() -> void:
## _tick_deltas must not grow beyond TICK_HISTORY_LEN.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
for i in range(50):
GameState.current_tick = 400 + i
ol.update_from_state()
assert_int(ol._tick_deltas.size()).override_failure_message(
"_tick_deltas must not exceed TICK_HISTORY_LEN entries"
).is_less_equal(ol.TICK_HISTORY_LEN)
ol.queue_free()
# ---------------------------------------------------------------------------
# Constants defined
# ---------------------------------------------------------------------------
func test_npc_history_len_constant_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("NPC_HISTORY_LEN")).override_failure_message(
"DebugOverlay must have NPC_HISTORY_LEN constant"
).is_true()
ol.queue_free()
func test_tick_history_len_constant_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("TICK_HISTORY_LEN")).override_failure_message(
"DebugOverlay must have TICK_HISTORY_LEN constant"
).is_true()
ol.queue_free()
func test_tick_warn_ms_constant_defined() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("TICK_WARN_MS")).override_failure_message(
"DebugOverlay must have TICK_WARN_MS constant for sparkline warning threshold"
).is_true()
ol.queue_free()
# ---------------------------------------------------------------------------
# Facing angle helper
# ---------------------------------------------------------------------------
func test_facing_to_angle_north() -> void:
## North = -PI/2 in Godot 2D (up on screen)
var angle := _fetch_facing_angle("North")
assert_float(angle).override_failure_message(
"_facing_to_angle('North') must return -PI/2"
).is_equal_approx(-PI / 2.0, 0.001)
func test_facing_to_angle_east() -> void:
var angle := _fetch_facing_angle("East")
assert_float(angle).is_equal_approx(0.0, 0.001)
func test_facing_to_angle_south() -> void:
var angle := _fetch_facing_angle("South")
assert_float(angle).is_equal_approx(PI / 2.0, 0.001)
func test_facing_to_angle_west() -> void:
var angle := _fetch_facing_angle("West")
assert_float(angle).is_equal_approx(PI, 0.001)
func _fetch_facing_angle(facing: String) -> float:
## Helper: load script and call static method.
var script = load(DEBUG_SCRIPT_PATH)
if script == null:
return 0.0
# In GDScript 4, static methods can be called via an instance
var tmp := Control.new()
tmp.set_script(script)
add_child(tmp)
var result := tmp._facing_to_angle(facing)
tmp.queue_free()
return result
# ---------------------------------------------------------------------------
# In-scene placement: DebugOverlay on UILayer
# ---------------------------------------------------------------------------
func test_debug_overlay_in_main_scene_ui_layer() -> void:
## DebugOverlay must be in UILayer (CanvasLayer 20), not InsertOverlay.
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestDebugOverlaySprint19: main.tscn not found — skip")
return
var scene: Node = load("res://scenes/main.tscn").instantiate()
auto_free(scene)
add_child(scene)
var ui_layer := scene.get_node_or_null("UILayer")
assert_that(ui_layer != null).override_failure_message(
"UILayer must exist in main.tscn"
).is_true()
if ui_layer == null: return
var overlay := ui_layer.get_node_or_null("DebugOverlay")
assert_that(overlay != null).override_failure_message(
"DebugOverlay must be a child of UILayer in main.tscn (#348)"
).is_true()
@@ -1 +0,0 @@
uid://bdsgybncfyu52
+14 -30
View File
@@ -53,14 +53,12 @@ func _make_options(texts: Array[String], confrontation_flags: Array[bool] = [])
func before_test() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
if GameState.has("current_examine_result"):
GameState.current_examine_result = null
GameState.current_examine_result = null
func after_test() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
if GameState.has("current_examine_result"):
GameState.current_examine_result = null
GameState.current_examine_result = null
# ---------------------------------------------------------------------------
@@ -186,7 +184,8 @@ func test_d063_dim_alpha_is_set() -> void:
func test_d063_confrontation_signal_fires_on_confrontation_option() -> void:
## D-063: Selecting a confrontation option fires confrontation_monologue signal.
## This delivers the 1-2 second internal monologue beat to MonologueDisplay.
## Fixed (#867): guard tween_property behind is_instance_valid(panel) so emit fires
## even in headless mode where the panel node may not be in the scene tree.
var box := _make_dialogue_box()
if box == null: return
@@ -335,28 +334,22 @@ func test_gamestate_current_dialogue_options_survive_roundtrip() -> void:
# ---------------------------------------------------------------------------
func test_gamestate_examine_result_field_exists() -> void:
## GameState must have a current_examine_result field (Sprint 18, #174).
## Fails until Stig adds the field to game_state.gd.
assert_bool(GameState.has("current_examine_result")).override_failure_message(
"GameState must have 'current_examine_result' field (Sprint 18 #174 — add to game_state.gd)"
## GameState must have a current_examine_result field (v14, #174).
## Field confirmed present in game_state.gd — verified by property existence check.
assert_bool("current_examine_result" in GameState).override_failure_message(
"GameState must have 'current_examine_result' field (v14, #174)"
).is_true()
func test_gamestate_examine_result_null_by_default() -> void:
## current_examine_result defaults to null (no examine active).
if not GameState.has("current_examine_result"):
push_warning("test_gamestate_examine_result_null_by_default: field not yet added — skip")
return
GameState.current_examine_result = null
assert_that(GameState.current_examine_result).is_null()
func test_gamestate_examine_result_set_from_snapshot() -> void:
## apply_snapshot with examine_result dict populates current_examine_result.
## Wire format (joint.md): {entity_id: int, text: String, confidence: String}
if not GameState.has("current_examine_result"):
push_warning("test_gamestate_examine_result_set_from_snapshot: field not yet added — skip")
return
## Wire format: {entity_id: int, text: String, confidence: String}
GameState.apply_snapshot({
"tick": 5,
"examine_result": {
@@ -372,9 +365,6 @@ func test_gamestate_examine_result_set_from_snapshot() -> void:
func test_gamestate_examine_result_null_when_absent() -> void:
## apply_snapshot without examine_result must clear the field.
## Prevents stale examine overlay persisting beyond auto-dismiss window.
if not GameState.has("current_examine_result"):
push_warning("test_gamestate_examine_result_null_when_absent: field not yet added — skip")
return
GameState.current_examine_result = {"entity_id": 5, "text": "Stale.", "confidence": "Suspects"}
GameState.apply_snapshot({"tick": 6})
assert_that(GameState.current_examine_result).is_null()
@@ -382,18 +372,12 @@ func test_gamestate_examine_result_null_when_absent() -> void:
func test_gamestate_examine_result_null_when_non_dict() -> void:
## Malformed examine_result (not a dict) must be rejected.
if not GameState.has("current_examine_result"):
push_warning("test_gamestate_examine_result_null_when_non_dict: field not yet added — skip")
return
GameState.apply_snapshot({"tick": 1, "examine_result": "bad-value"})
assert_that(GameState.current_examine_result).is_null()
func test_gamestate_examine_result_entity_id_survives_roundtrip() -> void:
## entity_id is needed to anchor the overlay above the correct entity.
if not GameState.has("current_examine_result"):
push_warning("test_gamestate_examine_result_entity_id_survives_roundtrip: field not yet added — skip")
return
GameState.apply_snapshot({
"tick": 1,
"examine_result": {"entity_id": 99, "text": "Observed.", "confidence": "Direct"},
@@ -409,14 +393,14 @@ func test_gamestate_examine_result_entity_id_survives_roundtrip() -> void:
func test_escape_bbcode_brackets_in_server_text() -> void:
## _escape_bbcode must convert '[' to '[lb]' to prevent BBCode injection.
## Regression test: a malicious NPC name like "[wave]Evil[/wave]" must render
## as plain text in the dialogue log.
## Fix (#866): only escape '[' — unmatched ']' renders as a literal in RichTextLabel.
## Exact expected output: "[lb]wave]Evil NPC[lb]/wave]"
## RichTextLabel interprets [lb] as literal '[', and bare ']' as literal ']',
## so the rendered output is the plain string "[wave]Evil NPC[/wave]" — no BBCode parsed.
var box := _make_dialogue_box()
if box == null: return
var escaped: String = box._escape_bbcode("[wave]Evil NPC[/wave]")
assert_that(escaped).is_not_equal("[wave]Evil NPC[/wave]")
assert_that(escaped).contains("[lb]")
assert_bool(escaped.begins_with("[")).is_false()
assert_that(escaped).is_equal("[lb]wave]Evil NPC[lb]/wave]")
box.queue_free()
-238
View File
@@ -1,238 +0,0 @@
## 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
@@ -1 +0,0 @@
uid://c1dnlbnxtgqqo
@@ -52,7 +52,7 @@ func after_test() -> void:
# ---------------------------------------------------------------------------
func test_gamestate_examine_result_field_exists() -> void:
assert_bool(GameState.has("current_examine_result")).override_failure_message(
assert_bool("current_examine_result" in GameState).override_failure_message(
"GameState must have 'current_examine_result' field (#174)"
).is_true()
+303 -560
View File
@@ -1,652 +1,395 @@
## Sprint 22 — Fog system acceptance tests (#569)
## Sprint 22 fog state behavioral tests — revived in Sprint 38 (#879).
## Original: deleted in Sprint 37 (#870 parse-error cleanup).
## Spec refs: D-059, D-066, #569, #585
##
## 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
## Coverage: EXP_EXPLORED persistence, grow-only bounds invariant,
## texture-resize copy, BoundaryWall handling.
##
## Spec: D-059 (fog shader), D-015 (vision cone), D-066 (dual-scale grid, 6-8 tile gradient)
## Ticket: #569
## Uses FogState autoload directly via /root/FogState — byte-level assertions
## on _vis_bytes and _exp_bytes, consistent with test_fog_shader.gd approach.
class_name TestFogSprint22
extends GdUnitTestSuite
# -- Helpers -------------------------------------------------------------------
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)")
push_warning("TestFogSprint22: FogState autoload not found — test skipped")
return node
func before_test() -> void:
func _reset_fog_state(fog_state: Node) -> void:
GameState.visible_positions.clear()
GameState.boundary_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
GameState.boundary_positions.clear()
# 32x32 is an arbitrary test fixture size — not a production assumption.
fog_state._resize(Rect2i(0, 0, 32, 32))
func after_test() -> void:
GameState.visible_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
GameState.boundary_positions.clear()
# -- EXP_EXPLORED persistence --------------------------------------------------
## D-059: Previously-seen tiles render as "deep fog" (EXP_EXPLORED = 128).
## Once a tile enters LOS, leaving LOS must NOT reset it to EXP_UNEXPLORED.
## This is the core "fog of war memory" invariant.
# -- 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.
func test_exp_explored_persists_after_leaving_los() -> void:
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)
_reset_fog_state(fog_state)
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"}]
# Tick 1: tile (2,2) is in LOS → must become EXP_VISIBLE
GameState.visible_positions = {Vector2i(2, 2): true}
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
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var idx_2_2: int = (2 - oy) * w + (2 - ox)
assert_int(exp[idx_2_2]).override_failure_message(
"D-059: visible tile must have EXP_VISIBLE (255) on first sight"
).is_equal(FogState.EXP_VISIBLE)
# Tick 2: tile (2,2) leaves LOS — only (3,3) is visible now
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)
# After leaving LOS, (2,2) must be EXP_EXPLORED (128), not EXP_UNEXPLORED (0)
ox = fog_state.map_bounds.position.x
oy = fog_state.map_bounds.position.y
w = fog_state.map_bounds.size.x
exp = fog_state._exp_bytes
idx_2_2 = (2 - oy) * w + (2 - ox)
assert_int(exp[idx_2_2]).override_failure_message(
"D-059: tile leaving LOS must decay to EXP_EXPLORED (128), not EXP_UNEXPLORED (0)"
).is_equal(FogState.EXP_EXPLORED)
_reset_fog_state(fog_state)
func test_unexplored_tile_stays_exp_unexplored() -> void:
# Tile (7, 8) was never seen — must remain EXP_UNEXPLORED (0)
func test_never_seen_tile_stays_unexplored() -> void:
## Corollary: a tile that was never in LOS stays EXP_UNEXPLORED.
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"}]
_reset_fog_state(fog_state)
# Tile (5,5) never enters LOS
GameState.visible_positions = {Vector2i(2, 2): true}
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)
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var idx_5_5: int = (5 - oy) * w + (5 - ox)
assert_int(exp[idx_5_5]).override_failure_message(
"D-059: tile never in LOS must remain EXP_UNEXPLORED (0)"
).is_equal(FogState.EXP_UNEXPLORED)
_reset_fog_state(fog_state)
# -- 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.
func test_exp_explored_not_overwritten_by_subsequent_invisible_ticks() -> void:
## EXP_EXPLORED must not decay further after the player moves away.
## If the player is never in the area again, the tile stays at EXP_EXPLORED.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
_reset_fog_state(fog_state)
# Tick 1: see tile (4,4)
GameState.visible_positions = {Vector2i(4, 4): true}
fog_state.update_from_state()
# Tick 2: player moves far away, (4,4) out of LOS
GameState.visible_positions = {Vector2i(20, 20): true}
fog_state.update_from_state()
# Tick 3: player stays far away
GameState.visible_positions = {Vector2i(20, 20): true}
fog_state.update_from_state()
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var idx_4_4: int = (4 - oy) * w + (4 - ox)
assert_int(exp[idx_4_4]).override_failure_message(
"D-059: EXP_EXPLORED must not decay further once set — tile stays at 128"
).is_equal(FogState.EXP_EXPLORED)
_reset_fog_state(fog_state)
# -- Grow-only bounds invariant ------------------------------------------------
## D-059: map_bounds only ever grows. Previously-explored tiles that leave the
## visible area must not be evicted from the texture. The bounds never shrink.
func test_bounds_grow_when_player_moves_to_new_area() -> void:
var fog_state = _get_fog_state()
if fog_state == null:
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
_reset_fog_state(fog_state)
# Frame 2: see (30, 30) → bounds must expand to include both
# Tick 1: small area visible
GameState.visible_positions = {Vector2i(2, 2): true, Vector2i(3, 3): true}
fog_state.update_from_state()
var bounds_after_t1: Rect2i = fog_state.map_bounds
# Tick 2: player moves to a larger area
GameState.visible_positions = {Vector2i(20, 20): true, Vector2i(25, 25): true}
fog_state.update_from_state()
var bounds_after_t2: Rect2i = fog_state.map_bounds
# Bounds must have grown or stayed the same — never shrunk
assert_bool(bounds_after_t2.size.x >= bounds_after_t1.size.x).override_failure_message(
"D-059: map_bounds width must never shrink (grow-only invariant)"
).is_true()
assert_bool(bounds_after_t2.size.y >= bounds_after_t1.size.y).override_failure_message(
"D-059: map_bounds height must never shrink (grow-only invariant)"
).is_true()
_reset_fog_state(fog_state)
func test_bounds_contain_new_visible_positions() -> void:
## After update_from_state, all visible positions must lie within map_bounds.
var fog_state = _get_fog_state()
if fog_state == null:
return
_reset_fog_state(fog_state)
GameState.visible_positions = {Vector2i(10, 5): true, Vector2i(15, 12): true}
fog_state.update_from_state()
var bounds: Rect2i = fog_state.map_bounds
for pos in GameState.visible_positions:
assert_bool(bounds.has_point(pos)).override_failure_message(
"D-059: visible position %s must be within map_bounds %s" % [pos, bounds]
).is_true()
_reset_fog_state(fog_state)
func test_bounds_encompass_previous_area_after_player_moves() -> void:
## Old area coordinates must still be within map_bounds after player moves away.
var fog_state = _get_fog_state()
if fog_state == null:
return
_reset_fog_state(fog_state)
# Tick 1: see area around (2,2)
GameState.visible_positions = {Vector2i(2, 2): true}
fog_state.update_from_state()
# Tick 2: player moves far away
GameState.visible_positions = {Vector2i(20, 20): true}
fog_state.update_from_state()
# The original tile (2,2) must still be within map_bounds
var bounds: Rect2i = fog_state.map_bounds
assert_bool(bounds.has_point(Vector2i(2, 2))).override_failure_message(
"D-059: grow-only — previously-visited area (2,2) must remain within map_bounds"
).is_true()
_reset_fog_state(fog_state)
# -- Texture-resize copy -------------------------------------------------------
## D-059: When bounds grow (resize), exploration data from the old bounds
## must be preserved in the new texture at the correct offsets.
## This is the "texture-resize copy" invariant.
func test_exploration_data_preserved_across_resize() -> void:
var fog_state = _get_fog_state()
if fog_state == null:
return
_reset_fog_state(fog_state)
# Tick 1: mark (3,3) as explored
GameState.visible_positions = {Vector2i(3, 3): true}
fog_state.update_from_state()
# Move far enough to trigger a resize: _grow_bounds_from_positions adds 8-tile padding,
# so (25,25) expands the bounds beyond the 32x32 fixture set in _reset_fog_state.
GameState.visible_positions = {Vector2i(25, 25): true}
fog_state.update_from_state()
# After resize, (3,3) must still be EXP_EXPLORED (not reset to EXP_UNEXPLORED)
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var idx_3_3: int = (3 - oy) * w + (3 - ox)
assert_int(exp[idx_3_3]).override_failure_message(
"D-059: exploration state (EXP_EXPLORED=128) must survive texture resize"
).is_equal(FogState.EXP_EXPLORED)
_reset_fog_state(fog_state)
func test_newly_added_area_starts_unexplored_after_resize() -> void:
## When bounds grow to include a new area, those new tiles start as EXP_UNEXPLORED.
## The copy preserves old data; new tiles get the default (0).
var fog_state = _get_fog_state()
if fog_state == null:
return
_reset_fog_state(fog_state)
# Establish a small explored area
GameState.visible_positions = {Vector2i(2, 2): true}
fog_state.update_from_state()
# Move far enough to trigger a resize: _grow_bounds_from_positions adds 8-tile padding,
# so (30,30) expands the bounds beyond the 32x32 fixture set in _reset_fog_state.
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
# A completely new tile (30,30) on this tick should be EXP_VISIBLE (just entered LOS)
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)
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var idx_30_30: int = (30 - oy) * w + (30 - ox)
assert_int(exp[idx_30_30]).override_failure_message(
"D-059: tile first entering LOS after resize must be EXP_VISIBLE (255)"
).is_equal(FogState.EXP_VISIBLE)
_reset_fog_state(fog_state)
func test_tiles_outside_los_written_as_vis_hidden() -> void:
# Tiles in bounds but not in visible_positions must be VIS_HIDDEN (0)
# -- BoundaryWall handling (#585) ----------------------------------------------
## BoundaryWall margin tiles: fog lifts (VIS_FORWARD) so wall content composites,
## but they do NOT persist as explored (not in visible_positions or _exp_bytes).
func test_boundary_wall_vis_bytes_are_forward() -> void:
## #585: BoundaryWall tiles must receive VIS_FORWARD in the vis texture
## so the wall sprite composites correctly (not occluded by fog).
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()
# -- Sprint 23: BoundaryWall handling (#585) ----------------------------------
func test_boundary_positions_populated_from_snapshot() -> void:
# #585: BoundaryWall tiles go to boundary_positions (not visible_positions).
# Fog lifts for boundary wall tiles so wall content composites correctly.
GameState.apply_snapshot({
"tick": 20,
"visible_tiles": [
{"x": 10, "y": 10, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 11, "y": 10, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
],
})
assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).override_failure_message(
"Forward tile must be in visible_positions"
).is_true()
assert_bool(GameState.visible_positions.has(Vector2i(11, 10))).override_failure_message(
"BoundaryWall tile must NOT be in visible_positions (#585)"
).is_false()
assert_bool(GameState.boundary_positions.has(Vector2i(11, 10))).override_failure_message(
"BoundaryWall tile must be in boundary_positions (#585)"
).is_true()
func test_boundary_wall_vis_forward_not_exp_visible() -> void:
# #585: BoundaryWall tiles get VIS_FORWARD (fog lifted) but NOT EXP_VISIBLE.
# They render through fog but are not stored as exploration memory.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
_reset_fog_state(fog_state)
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
]
fog_state.update_from_state()
var vis_bytes = fog_state.get("_vis_bytes")
var exp_bytes = fog_state.get("_exp_bytes")
if vis_bytes == null or exp_bytes == null:
push_warning("TestFogSprint22: byte arrays not accessible — skipped")
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 := 6 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: boundary tile (6,5) out of bounds — skipped")
return
var idx := py * w + px
if idx < 0 or idx >= vis_bytes.size():
return
assert_int(vis_bytes[idx]).override_failure_message(
"BoundaryWall tile must have VIS_FORWARD — fog must lift to composite wall content (#585)"
).is_equal(fog_state.VIS_FORWARD)
assert_int(exp_bytes[idx]).override_failure_message(
"BoundaryWall tile must NOT be EXP_VISIBLE — it is not explored memory (#585)"
).is_not_equal(fog_state.EXP_VISIBLE)
var w: int = fog_state.map_bounds.size.x
var vis: PackedByteArray = fog_state._vis_bytes
var boundary_idx: int = (5 - oy) * w + (6 - ox)
assert_int(vis[boundary_idx]).override_failure_message(
"#585: BoundaryWall tile must have VIS_FORWARD (255) in vis texture"
).is_equal(FogState.VIS_FORWARD)
_reset_fog_state(fog_state)
func test_boundary_wall_stays_unexplored_after_leaving_los() -> void:
# #585: When BoundaryWall tile leaves LOS, it must NOT decay to EXP_EXPLORED.
# Normal LOS tiles decay to EXP_EXPLORED when they leave LOS.
# Boundary tiles must stay EXP_UNEXPLORED — they were never explored.
func test_boundary_wall_does_not_persist_as_explored() -> void:
## #585: BoundaryWall tiles must NOT become EXP_EXPLORED after leaving the area.
## They are rendering artifacts, not player memory.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: BoundaryWall at (6,5) is visible
_reset_fog_state(fog_state)
# Tick 1: have a boundary wall tile at (6,5)
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
]
fog_state.update_from_state()
# Frame 2: both leave LOS
GameState.visible_positions.clear()
# Tick 2: player moves away; (6,5) is no longer a boundary wall
GameState.visible_positions = {Vector2i(20, 20): true}
GameState.boundary_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
# (6,5) must not be EXP_EXPLORED — it was never a true explored tile
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 := 6 - ox
var py := 5 - oy
if px >= 0 and py >= 0 and px < w:
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).override_failure_message(
"BoundaryWall tile must stay EXP_UNEXPLORED after leaving LOS (#585 — not explored memory)"
).is_equal(fog_state.EXP_UNEXPLORED)
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var boundary_idx: int = (5 - oy) * w + (6 - ox)
assert_int(exp[boundary_idx]).override_failure_message(
"#585: BoundaryWall tile must NOT persist as EXP_EXPLORED — only true LOS tiles are explored"
).is_equal(FogState.EXP_UNEXPLORED)
_reset_fog_state(fog_state)
func test_boundary_wall_cleared_on_new_snapshot() -> void:
# #585: boundary_positions must be cleared each tick — old walls must not persist.
# BoundaryWall positions shift as the player moves; stale positions would lift fog
# where no wall exists.
GameState.apply_snapshot({
"tick": 30,
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
],
})
assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).is_true()
GameState.apply_snapshot({
"tick": 31,
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
],
})
assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).override_failure_message(
"Stale BoundaryWall position must be cleared on next snapshot (#585)"
).is_false()
# -- 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.
func test_normal_tile_adjacent_to_boundary_still_explored() -> void:
## The normal LOS tile adjacent to a BoundaryWall must still be marked explored.
## BoundaryWall exclusion must not affect neighboring tiles.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
_reset_fog_state(fog_state)
# Tick 1: normal tile (5,5) in LOS, boundary wall at (6,5)
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
fog_state.update_from_state()
# Tick 2: player moves away
GameState.visible_positions = {Vector2i(20, 20): true}
GameState.boundary_positions.clear()
fog_state.update_from_state()
# Normal tile (5,5) must be EXP_EXPLORED
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.map_bounds.size.x
var exp: PackedByteArray = fog_state._exp_bytes
var normal_idx: int = (5 - oy) * w + (5 - ox)
assert_int(exp[normal_idx]).override_failure_message(
"#585: normal LOS tile adjacent to BoundaryWall must still be EXP_EXPLORED (128)"
).is_equal(FogState.EXP_EXPLORED)
_reset_fog_state(fog_state)
func test_boundary_wall_visibility_only_when_present() -> void:
## #585: A tile that is a BoundaryWall in tick 1 but absent in tick 2
## must have VIS_HIDDEN in tick 2 (fog reapplied).
var fog_state = _get_fog_state()
if fog_state == null:
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
_reset_fog_state(fog_state)
var start := Time.get_ticks_usec()
# Tick 1: boundary wall at (6,5)
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
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)
# Tick 2: player moves far away; (6,5) no longer visible or boundary
GameState.visible_positions = {Vector2i(20, 20): true}
GameState.boundary_positions.clear()
fog_state.update_from_state()
# (6,5) must be VIS_HIDDEN — fog returned
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.map_bounds.size.x
var vis: PackedByteArray = fog_state._vis_bytes
var boundary_idx: int = (5 - oy) * w + (6 - ox)
assert_int(vis[boundary_idx]).override_failure_message(
"#585: BoundaryWall tile must return to VIS_HIDDEN when not in current boundary set"
).is_equal(FogState.VIS_HIDDEN)
_reset_fog_state(fog_state)
-1
View File
@@ -1 +0,0 @@
uid://bxhgo1e4rvfmi
+88
View File
@@ -0,0 +1,88 @@
## Free camera mode tests (#898).
## Covers GameState flag default, InputMapper suppression, and zoom clamping.
class_name TestFreeCamera
extends GdUnitTestSuite
func before_test() -> void:
GameState.free_camera_mode = false
func after_test() -> void:
GameState.free_camera_mode = false
# -- GameState.free_camera_mode default ----------------------------------------
func test_free_camera_mode_starts_false() -> void:
## #898: Free camera is off by default — normal gameplay on startup.
assert_bool(GameState.free_camera_mode).override_failure_message(
"GameState.free_camera_mode must default to false"
).is_false()
# -- InputMapper suppression ---------------------------------------------------
func test_input_mapper_suppresses_movement_in_free_camera_mode() -> void:
## #898: While free camera is active, InputMapper._process() returns early so
## no movement actions enter the queue.
GameState.free_camera_mode = true
var before := InputMapper.input_queue.size()
InputMapper._process(0.016)
var after := InputMapper.input_queue.size()
assert_int(after).override_failure_message(
"InputMapper must not enqueue movement while free_camera_mode is true"
).is_equal(before)
InputMapper.input_queue.clear()
func test_input_mapper_suppresses_discrete_actions_in_free_camera_mode() -> void:
## #898: _unhandled_input returns early in free camera — INTERACT and stance
## actions must not be queued.
GameState.free_camera_mode = true
var before := InputMapper.input_queue.size()
var fake_event := InputEventAction.new()
fake_event.action = "interact"
fake_event.pressed = true
InputMapper._unhandled_input(fake_event)
assert_int(InputMapper.input_queue.size()).override_failure_message(
"InputMapper must not enqueue discrete actions while free_camera_mode is true"
).is_equal(before)
InputMapper.input_queue.clear()
func test_input_mapper_resumes_after_free_camera_off() -> void:
## Turning free camera off lifts the suppression — _process runs normally again.
GameState.free_camera_mode = true
GameState.free_camera_mode = false
## _process should no longer return early (queue may or may not grow depending
## on held keys, but no crash and guard is lifted).
InputMapper._process(0.016)
assert_bool(true).is_true() # no crash = pass
InputMapper.input_queue.clear()
# -- Zoom clamp contract -------------------------------------------------------
func test_zoom_min_constant_is_0_5() -> void:
## #898: Minimum zoom keeps the world recognisable.
var main_script = load("res://scripts/main.gd")
assert_float(main_script.FREE_CAMERA_ZOOM_MIN).override_failure_message(
"FREE_CAMERA_ZOOM_MIN must be 0.5"
).is_equal_approx(0.5, 0.001)
func test_zoom_max_constant_is_8() -> void:
## #898: Maximum zoom must not exceed 8× per spec.
var main_script = load("res://scripts/main.gd")
assert_float(main_script.FREE_CAMERA_ZOOM_MAX).override_failure_message(
"FREE_CAMERA_ZOOM_MAX must be 8.0"
).is_equal_approx(8.0, 0.001)
func test_zoom_step_is_positive() -> void:
## Zoom step must be > 0 so scroll wheel does something.
var main_script = load("res://scripts/main.gd")
assert_float(main_script.FREE_CAMERA_ZOOM_STEP).override_failure_message(
"FREE_CAMERA_ZOOM_STEP must be positive"
).is_greater(0.0)
+1 -1
View File
@@ -12,7 +12,7 @@ class_name TestGameStateSprint20
extends GdUnitTestSuite
func before_each() -> void:
func before_test() -> void:
GameState.stationary_ticks = 0
SnapshotHandler._prev_player_position = Vector2(-1e9, -1e9)
GameState.current_zone_id = ""
+2 -2
View File
@@ -15,7 +15,7 @@ const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
var _gauntlet_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
@@ -36,7 +36,7 @@ var _gauntlet_snapshot := {
var _normal_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
+281
View File
@@ -0,0 +1,281 @@
class_name TestImplantAppLifecycle
extends GdUnitTestSuite
## Lifecycle tests for ImplantApp base class (#844, D-191, PR #131 item 5).
## Covers on_install → on_open → on_close hook ordering, nav-stack state at
## each hook, preserves_state semantics, on_insert_deactivated gating,
## and register_screen / current_screen_id behaviour.
# Loaded inside method bodies to avoid class_name parse-order trap.
const APP_SCRIPT := "res://ui/implant/implant_app.gd"
const MANIFEST_SCRIPT := "res://ui/implant/implant_app_manifest.gd"
const TEST_APP_PATH := "implant/lifecycle_test"
# Returns an ImplantApp instance with a manifest, added to the scene tree.
# _ready() fires on add_child, which calls on_install().
func _make_app(preserves: bool = true, mode: String = "fullscreen"): # returns ImplantApp (untyped)
var ManifestClass := load(MANIFEST_SCRIPT)
var m = ManifestClass.new()
m.app_path = TEST_APP_PATH
m.default_mode = mode
m.preserves_state = preserves
m.schema_version = 1
var AppClass := load(APP_SCRIPT)
var app = AppClass.new()
app.manifest = m
add_child(app) # fires _ready() → on_install()
return app
func after_test() -> void:
# Restore HudGroups state — prevents cross-test bleed.
HudGroups._active_app = ""
HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
HudGroups._groups.erase(TEST_APP_PATH)
# =============================================================================
# on_install — called from _ready()
# =============================================================================
func test_nav_created_after_ready() -> void:
# nav is created in _ready() before on_install() fires.
var app = _make_app()
assert_that(app.nav).override_failure_message(
"ImplantApp._ready() must create nav stack"
).is_not_null()
app.queue_free()
func test_app_starts_invisible() -> void:
var app = _make_app()
assert_that(app.visible).override_failure_message(
"ImplantApp must start hidden (visible = false in _ready)"
).is_false()
app.queue_free()
# =============================================================================
# on_open — triggered via _internal_app_changed
# =============================================================================
func test_open_fullscreen_makes_app_visible() -> void:
var app = _make_app()
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).override_failure_message(
"on_open(FULLSCREEN) must make app visible"
).is_true()
app.queue_free()
func test_open_insert_makes_app_visible() -> void:
var app = _make_app(true, "insert")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.INSERT)
assert_that(app.visible).override_failure_message(
"on_open(INSERT) must make app visible"
).is_true()
app.queue_free()
func test_gameplay_mode_does_not_open_app() -> void:
var app = _make_app()
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.GAMEPLAY)
assert_that(app.visible).override_failure_message(
"GAMEPLAY mode must not make app visible"
).is_false()
app.queue_free()
func test_wrong_app_path_does_not_open() -> void:
var app = _make_app()
app._internal_app_changed("implant/other", HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).override_failure_message(
"App must not open when app_path does not match manifest"
).is_false()
app.queue_free()
func test_on_open_nav_is_non_empty() -> void:
# Base class auto-pushes default on first open, so nav is guaranteed
# non-empty when on_open fires.
var app = _make_app()
app.nav.set_default("home")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_that(app.nav.is_empty()).override_failure_message(
"nav must be non-empty when on_open fires — base class ensures push_default"
).is_false()
app.queue_free()
# =============================================================================
# on_close — triggered via _internal_app_changed with GAMEPLAY
# =============================================================================
func test_close_hides_app() -> void:
var app = _make_app()
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).is_true() # sanity
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.GAMEPLAY)
assert_that(app.visible).override_failure_message(
"GAMEPLAY mode must hide the app (on_close path)"
).is_false()
app.queue_free()
func test_different_app_opened_closes_this_app() -> void:
# If a different app's path is broadcast, this app must close if visible.
var app = _make_app()
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).is_true()
app._internal_app_changed("implant/other", HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).override_failure_message(
"App must hide when a different app_path is activated"
).is_false()
app.queue_free()
# =============================================================================
# preserves_state
# =============================================================================
func test_preserves_state_true_stack_survives_close_reopen() -> void:
var app = _make_app(true)
app.nav.set_default("home")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN) # open → push "home"
app.nav.push("details") # navigate deeper
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.GAMEPLAY) # close
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN) # reopen
assert_that(app.nav.current()).override_failure_message(
"preserves_state=true: nav stack must survive close/reopen cycle"
).is_equal("details")
app.queue_free()
func test_preserves_state_false_stack_reset_on_reopen() -> void:
var app = _make_app(false)
app.nav.set_default("home")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN) # open → reset → "home"
app.nav.push("details") # navigate deeper
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.GAMEPLAY) # close
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN) # reopen → reset again
assert_that(app.nav.current()).override_failure_message(
"preserves_state=false: nav stack must reset to default on reopen"
).is_equal("home")
app.queue_free()
# =============================================================================
# on_insert_deactivated — gated on INSERT mode
# =============================================================================
func test_on_insert_deactivated_closes_insert_app() -> void:
# Set HudGroups to INSERT mode for our test app so the method sees it.
HudGroups._active_app = TEST_APP_PATH
HudGroups._active_mode = HudGroups.Mode.INSERT
var app = _make_app(true, "insert")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.INSERT)
assert_that(app.visible).is_true()
app.on_insert_deactivated()
# HudGroups.close_app() fires app_changed → GAMEPLAY → _internal_app_changed
assert_that(app.visible).override_failure_message(
"on_insert_deactivated must close INSERT-mode app"
).is_false()
app.queue_free()
func test_on_insert_deactivated_does_not_close_fullscreen_app() -> void:
# FULLSCREEN apps are not affected by insert deactivation by default.
HudGroups._active_app = TEST_APP_PATH
HudGroups._active_mode = HudGroups.Mode.FULLSCREEN
var app = _make_app(true, "fullscreen")
app._internal_app_changed(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_that(app.visible).is_true()
app.on_insert_deactivated()
assert_that(app.visible).override_failure_message(
"on_insert_deactivated must NOT close FULLSCREEN app by default"
).is_true()
app.queue_free()
# =============================================================================
# register_screen / current_screen_id
# =============================================================================
func test_register_screen_adds_screen_as_child_hidden() -> void:
var app = _make_app()
var screen := Control.new()
app.register_screen("main", screen)
assert_that(screen.get_parent() == app).override_failure_message(
"register_screen must add screen as child of app"
).is_true()
assert_that(screen.visible).override_failure_message(
"register_screen must start screen hidden"
).is_false()
app.queue_free()
func test_nav_push_shows_registered_screen() -> void:
var app = _make_app()
var screen := Control.new()
app.register_screen("main", screen)
app.nav.push("main")
assert_that(screen.visible).override_failure_message(
"nav.push must make the registered screen visible via _on_screen_changed"
).is_true()
app.queue_free()
func test_nav_push_hides_previous_screen() -> void:
var app = _make_app()
var screen_a := Control.new()
var screen_b := Control.new()
app.register_screen("a", screen_a)
app.register_screen("b", screen_b)
app.nav.push("a")
app.nav.push("b")
assert_that(screen_a.visible).override_failure_message(
"Previous screen must be hidden when new screen is pushed"
).is_false()
assert_that(screen_b.visible).override_failure_message(
"New screen must be visible after push"
).is_true()
app.queue_free()
func test_current_screen_id_tracks_nav() -> void:
var app = _make_app()
var screen := Control.new()
app.register_screen("main", screen)
app.nav.push("main")
assert_that(app.current_screen_id()).is_equal("main")
app.queue_free()
func test_register_screen_duplicate_id_does_not_overwrite() -> void:
var app = _make_app()
var screen_a := Control.new()
var screen_b := Control.new()
app.register_screen("main", screen_a)
app.register_screen("main", screen_b) # duplicate — must warn and skip
# First registration wins: _screens["main"] stays screen_a, screen_b is NOT
# parented by register_screen. (The base only mutates state on success.)
assert_that(app._screens["main"]).override_failure_message(
"First registered screen must win on duplicate id"
).is_same(screen_a)
assert_that(screen_b.get_parent()).override_failure_message(
"Duplicate screen must not be reparented to the app"
).is_null()
app.nav.push("main")
assert_that(screen_a.visible).override_failure_message(
"First registered screen must be visible after nav push"
).is_true()
screen_b.queue_free() # not a child of app — free manually
app.queue_free()
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class_name TestImplantNavStack
extends GdUnitTestSuite
## Unit tests for ImplantNavStack (#844, D-191, PR #131 item 5).
## Tests push/pop/replace/reset, signal emission, current state, and re-entrancy guard.
## All tests are synchronous — ImplantNavStack mutations are synchronous by design.
# Untyped — class_name ImplantNavStack not yet registered at test-suite parse time.
var _nav = null
var _last_signal_id: String = ""
var _signal_count: int = 0
func before_test() -> void:
var NavStack := load("res://ui/implant/implant_nav_stack.gd")
_nav = NavStack.new()
add_child(_nav)
_last_signal_id = ""
_signal_count = 0
_nav.screen_changed.connect(_on_screen_changed)
func after_test() -> void:
_nav.queue_free()
_nav = null
func _on_screen_changed(id: String) -> void:
_last_signal_id = id
_signal_count += 1
# =============================================================================
# push / current / current_payload
# =============================================================================
func test_push_sets_current() -> void:
_nav.push("alpha")
assert_that(_nav.current()).is_equal("alpha")
func test_push_stacks() -> void:
_nav.push("alpha")
_nav.push("beta")
assert_that(_nav.current()).is_equal("beta")
func test_push_emits_screen_changed() -> void:
_nav.push("alpha")
assert_that(_last_signal_id).is_equal("alpha")
assert_that(_signal_count).is_equal(1)
func test_push_with_payload_accessible_via_current_payload() -> void:
_nav.push("alpha", {"key": "val"})
assert_that(_nav.current_payload().get("key", "")).is_equal("val")
func test_push_empty_payload_returns_empty_dict() -> void:
_nav.push("alpha")
assert_that(_nav.current_payload().is_empty()).is_true()
func test_push_payload_does_not_bleed_to_next_push() -> void:
_nav.push("alpha", {"key": "val"})
_nav.push("beta")
assert_that(_nav.current_payload().is_empty()).is_true()
# =============================================================================
# pop
# =============================================================================
func test_pop_removes_top() -> void:
_nav.push("alpha")
_nav.push("beta")
_nav.pop()
assert_that(_nav.current()).is_equal("alpha")
func test_pop_emits_screen_changed_to_previous() -> void:
_nav.push("alpha")
_nav.push("beta")
_signal_count = 0
_nav.pop()
assert_that(_last_signal_id).is_equal("alpha")
assert_that(_signal_count).is_equal(1)
func test_pop_to_empty_with_default_pushes_default() -> void:
# Stack-floor behaviour: pop() never leaves the stack empty when a default
# screen is set. Internally calls push(_default_screen_id).
_nav.set_default("home")
_nav.push("alpha")
_nav.pop()
assert_that(_nav.current()).is_equal("home")
func test_pop_to_empty_without_default_empties_stack() -> void:
_nav.push("alpha")
_nav.pop()
assert_that(_nav.is_empty()).is_true()
func test_pop_on_empty_stack_does_not_crash() -> void:
# Empty pop emits a warning and emits no signal.
_nav.pop()
assert_that(_signal_count).is_equal(0)
assert_that(_nav.is_empty()).is_true()
# =============================================================================
# replace
# =============================================================================
func test_replace_swaps_top() -> void:
_nav.push("alpha")
_nav.replace("beta")
assert_that(_nav.current()).is_equal("beta")
func test_replace_does_not_grow_stack() -> void:
_nav.push("alpha")
_nav.replace("beta")
# Stack has only "beta" — popping should empty it (no "alpha" below).
_nav.pop()
assert_that(_nav.is_empty()).is_true()
func test_replace_emits_screen_changed() -> void:
_nav.push("alpha")
_signal_count = 0
_nav.replace("beta")
assert_that(_last_signal_id).is_equal("beta")
assert_that(_signal_count).is_equal(1)
func test_replace_on_empty_stack_acts_as_push() -> void:
_nav.replace("alpha")
assert_that(_nav.current()).is_equal("alpha")
func test_replace_updates_payload() -> void:
_nav.push("alpha", {"step": 1})
_nav.replace("beta", {"step": 2})
assert_that(_nav.current_payload().get("step", 0)).is_equal(2)
# =============================================================================
# reset_to_default
# =============================================================================
func test_reset_to_default_clears_stack_and_pushes_default() -> void:
_nav.set_default("home")
_nav.push("alpha")
_nav.push("beta")
_nav.reset_to_default()
assert_that(_nav.current()).is_equal("home")
func test_reset_to_default_without_default_empties_stack() -> void:
_nav.push("alpha")
_nav.push("beta")
_nav.reset_to_default()
assert_that(_nav.is_empty()).is_true()
# =============================================================================
# push_default
# =============================================================================
func test_push_default_pushes_the_default_id() -> void:
_nav.set_default("home")
_nav.push_default()
assert_that(_nav.current()).is_equal("home")
func test_push_default_is_noop_if_no_default() -> void:
_nav.push_default()
assert_that(_nav.is_empty()).is_true()
assert_that(_signal_count).is_equal(0)
# =============================================================================
# is_empty
# =============================================================================
func test_is_empty_true_at_start() -> void:
assert_that(_nav.is_empty()).is_true()
func test_is_empty_false_after_push() -> void:
_nav.push("alpha")
assert_that(_nav.is_empty()).is_false()
func test_is_empty_true_after_pop_to_bottom() -> void:
_nav.push("alpha")
_nav.pop()
assert_that(_nav.is_empty()).is_true()
# =============================================================================
# Re-entrancy guard
# =============================================================================
func test_nested_push_from_signal_handler_is_blocked() -> void:
# Pushing from within a screen_changed handler must be rejected and must not
# corrupt the stack.
var nested_count := 0
_nav.screen_changed.connect(
func(_id: String) -> void:
nested_count += 1
if nested_count == 1:
_nav.push("nested") # must be blocked by _mutating guard
)
_nav.push("alpha")
# "nested" must NOT have been pushed — stack top is "alpha".
assert_that(_nav.current()).is_equal("alpha")
func test_pop_internal_push_of_default_is_not_blocked() -> void:
# pop() internally calls push(default) when the stack empties. This internal
# call must NOT be blocked by the re-entrancy guard.
_nav.set_default("home")
_nav.push("alpha")
_nav.pop() # pop alpha → empty → internal push("home")
assert_that(_nav.current()).is_equal("home")
func test_replace_from_signal_handler_is_blocked() -> void:
var nested_count := 0
_nav.screen_changed.connect(
func(_id: String) -> void:
nested_count += 1
if nested_count == 1:
_nav.replace("nested") # must be blocked
)
_nav.push("alpha")
assert_that(_nav.current()).is_equal("alpha")
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class_name TestImplantRegistry
extends GdUnitTestSuite
## Unit tests for ImplantRegistry autoload (#844, D-191, PR #131 item 5).
## Tests lazy-scan, manifest validation, mode resolution, real-scan results.
# Loaded inside method bodies to avoid class_name parse-order trap.
const MANIFEST_SCRIPT := "res://ui/implant/implant_app_manifest.gd"
func _make_manifest(app_path: String, mode: String = "fullscreen", key: int = -1) -> Resource:
var ManifestClass := load(MANIFEST_SCRIPT)
var m = ManifestClass.new()
m.app_path = app_path
m.default_mode = mode
m.default_key = key
m.schema_version = 1
return m
func before_test() -> void:
# Reset to a clean slate so each test gets a fresh scan pass.
ImplantRegistry._scanned = false
ImplantRegistry._manifests.clear()
ImplantRegistry._resolved_modes.clear()
ImplantRegistry._instances.clear()
func after_test() -> void:
ImplantRegistry._scanned = false
ImplantRegistry._manifests.clear()
ImplantRegistry._resolved_modes.clear()
ImplantRegistry._instances.clear()
# =============================================================================
# _is_valid_manifest — white-box validation helper
# =============================================================================
func test_invalid_manifest_null_returns_false() -> void:
assert_that(ImplantRegistry._is_valid_manifest(null)).is_false()
func test_invalid_manifest_string_returns_false() -> void:
assert_that(ImplantRegistry._is_valid_manifest("not a resource")).is_false()
func test_invalid_manifest_plain_resource_no_app_path_returns_false() -> void:
# A bare Resource has no app_path property.
assert_that(ImplantRegistry._is_valid_manifest(Resource.new())).is_false()
func test_invalid_manifest_empty_app_path_returns_false() -> void:
var m = _make_manifest("")
assert_that(ImplantRegistry._is_valid_manifest(m)).is_false()
func test_valid_manifest_with_app_path_returns_true() -> void:
var m = _make_manifest("implant/test")
assert_that(ImplantRegistry._is_valid_manifest(m)).is_true()
# =============================================================================
# Lazy scan
# =============================================================================
func test_scanned_false_before_any_call() -> void:
assert_that(ImplantRegistry._scanned).is_false()
func test_get_manifests_triggers_scan() -> void:
assert_that(ImplantRegistry._scanned).is_false()
ImplantRegistry.get_manifests()
assert_that(ImplantRegistry._scanned).is_true()
func test_get_resolved_mode_triggers_scan() -> void:
assert_that(ImplantRegistry._scanned).is_false()
ImplantRegistry.get_resolved_mode("implant/map")
assert_that(ImplantRegistry._scanned).is_true()
func test_second_get_manifests_uses_cache() -> void:
# _scanned = true after first call; subsequent calls must not reset it.
ImplantRegistry.get_manifests()
assert_that(ImplantRegistry._scanned).is_true()
ImplantRegistry.get_manifests()
assert_that(ImplantRegistry._scanned).is_true()
# =============================================================================
# Real-filesystem scan — verifies atlas and economics apps are found
# =============================================================================
func test_real_scan_finds_atlas_app() -> void:
var manifests := ImplantRegistry.get_manifests()
var found := false
for m in manifests:
if m.app_path == "implant/map":
found = true
break
assert_that(found).override_failure_message(
"ImplantRegistry must find atlas app (implant/map) after scan"
).is_true()
func test_real_scan_finds_economics_app() -> void:
var manifests := ImplantRegistry.get_manifests()
var found := false
for m in manifests:
if m.app_path == "implant/economics":
found = true
break
assert_that(found).override_failure_message(
"ImplantRegistry must find economics app (implant/economics) after scan"
).is_true()
func test_real_scan_manifests_all_have_schema_version_1() -> void:
var manifests := ImplantRegistry.get_manifests()
for m in manifests:
assert_that(m.schema_version).override_failure_message(
"All shipped manifests must declare schema_version = 1 — got wrong version for %s" % m.app_path
).is_equal(1)
func test_real_scan_no_duplicate_keys() -> void:
# Key collision detection: _scan() must drop the second manifest if two
# declare the same default_key. Verify no duplicates survive in the result.
var manifests := ImplantRegistry.get_manifests()
var seen_keys: Dictionary = {}
for m in manifests:
var k: int = m.default_key
if k >= 0:
assert_that(not seen_keys.has(k)).override_failure_message(
"Key %d bound to both '%s' and '%s' — collision not detected by registry" % [
k, seen_keys.get(k, ""), m.app_path
]
).is_true()
seen_keys[k] = m.app_path
# =============================================================================
# get_resolved_mode
# =============================================================================
func test_get_resolved_mode_atlas_is_fullscreen() -> void:
assert_that(ImplantRegistry.get_resolved_mode("implant/map")).is_equal(HudGroups.Mode.FULLSCREEN)
func test_get_resolved_mode_economics_is_insert() -> void:
assert_that(ImplantRegistry.get_resolved_mode("implant/economics")).is_equal(HudGroups.Mode.INSERT)
func test_get_resolved_mode_unknown_path_defaults_to_fullscreen() -> void:
ImplantRegistry.get_manifests() # ensure scan ran
assert_that(ImplantRegistry.get_resolved_mode("implant/nonexistent")).is_equal(HudGroups.Mode.FULLSCREEN)
# =============================================================================
# get_app_instance — before instantiate_all
# =============================================================================
func test_get_app_instance_returns_null_before_instantiate_all() -> void:
# Registry scans manifests but does not instantiate until instantiate_all()
# is called from hud.gd. Querying before that must return null.
ImplantRegistry.get_manifests()
assert_that(ImplantRegistry.get_app_instance("implant/map")).is_null()
# =============================================================================
# _MODE_MAP — covers the invalid default_mode guard in _scan()
# =============================================================================
func test_mode_map_contains_all_valid_mode_strings() -> void:
assert_that(ImplantRegistry._MODE_MAP.has("gameplay")).is_true()
assert_that(ImplantRegistry._MODE_MAP.has("insert")).is_true()
assert_that(ImplantRegistry._MODE_MAP.has("fullscreen")).is_true()
func test_mode_map_does_not_contain_invalid_strings() -> void:
# _scan() rejects manifests whose default_mode is not in this map.
assert_that(ImplantRegistry._MODE_MAP.has("bogus")).is_false()
assert_that(ImplantRegistry._MODE_MAP.has("")).is_false()
assert_that(ImplantRegistry._MODE_MAP.has("Fullscreen")).is_false() # case-sensitive
func test_real_scan_manifests_have_valid_mode_strings() -> void:
var manifests := ImplantRegistry.get_manifests()
for m in manifests:
assert_that(ImplantRegistry._MODE_MAP.has(m.default_mode)).override_failure_message(
"Manifest %s has invalid default_mode '%s' — _scan should have rejected it" % [
m.app_path, m.default_mode
]
).is_true()
# =============================================================================
# Schema version constant
# =============================================================================
func test_current_schema_version_is_1() -> void:
assert_that(ImplantRegistry.CURRENT_SCHEMA_VERSION).is_equal(1)

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