feat(client): Sprint 30 — character creation fixes, star map, parse errors #109

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Summary

Sprint 30 client team delivery — 5 tickets, all verified by QA.

  • #712 BoneAttachment3D overhead anchor above Head bone (floating UI infrastructure)
  • #718 CharacterVisualDescriptor wired into startup IPC and snapshot restore
  • #719 Hair highlight swatch made display-only (Option B — no compositor yet)
  • #720 DirAccess asset scanning replaced with manifest JSON for export builds; make manifest target added
  • #674 Star map insert module — concentric hop-ring view of 301 systems, sector-colored, pan/zoom, info panel

Bonus fix

  • Resolved all 14 GDScript autoload parse-order errors (9 pre-existing + 5 new) by removing class_name type annotations from autoloads and using load() for deferred class references

Test plan

  • 27 acceptance tests in client/tests/test_sprint30.gd cover all 5 tickets
  • godot --headless --path client --quit produces zero SCRIPT ERROR lines
  • make manifest regenerates manifest.json matching asset directories
  • Character creation screen populates all tabs from manifest (no DirAccess fallback)
  • Hair highlight swatch is visible but non-interactive
  • Star map hidden by default, accessible from HUD, shows hop-ring layout
## Summary Sprint 30 client team delivery — 5 tickets, all verified by QA. - **#712** BoneAttachment3D overhead anchor above Head bone (floating UI infrastructure) - **#718** CharacterVisualDescriptor wired into startup IPC and snapshot restore - **#719** Hair highlight swatch made display-only (Option B — no compositor yet) - **#720** DirAccess asset scanning replaced with manifest JSON for export builds; `make manifest` target added - **#674** Star map insert module — concentric hop-ring view of 301 systems, sector-colored, pan/zoom, info panel ### Bonus fix - Resolved all 14 GDScript autoload parse-order errors (9 pre-existing + 5 new) by removing class_name type annotations from autoloads and using `load()` for deferred class references ## Test plan - [ ] 27 acceptance tests in `client/tests/test_sprint30.gd` cover all 5 tickets - [ ] `godot --headless --path client --quit` produces zero SCRIPT ERROR lines - [ ] `make manifest` regenerates manifest.json matching asset directories - [ ] Character creation screen populates all tabs from manifest (no DirAccess fallback) - [ ] Hair highlight swatch is visible but non-interactive - [ ] Star map hidden by default, accessible from HUD, shows hop-ring layout
jpmschweitzer added 8 commits 2026-04-04 23:41:06 +02:00
Documents positional argument syntax and key rules for the ticket
CLI to prevent --title flag misuse and sqlite3 crashes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Infrastructure for floating UI elements (status indicators, thought
bubbles, alert markers). Marker3D at Vector3(0, 0.3, 0) offset from
Head bone, exposed via get_overhead_anchor() public API.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
encode_startup_message() now accepts optional CharacterVisualDescriptor
as third param, serialized via to_dict(). sim_bridge passes the
descriptor from GameState on new game start. apply_snapshot() restores
descriptor from server snapshot on save/load cycle.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#719: Add display-only hair highlight swatch (Option B) — auto-derived
from primary tint, non-interactive (MOUSE_FILTER_IGNORE).

#720: Remove DirAccess.open() fallback scanning (breaks in PCK exports).
Fully populate manifest.json (11 body types, 14 hair, 4 heads, 4
eyebrows, 8 clothing). Add tooling/generate-character-manifest script
and make manifest target for regeneration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New StarMapRenderer: 301 systems in concentric hop-rings from player
location, sector-colored, click-to-select with info panel, pan/zoom.
Integrated into HUD (hidden by default), insert state propagation
wired in main.gd. Data enriched from systems.db + star-map.json via
tooling/generate-star-map-data.py regeneration script.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
27 tests covering all 5 sprint tickets: descriptor persistence (#718),
overhead anchor (#712), hair highlight swatch (#719), manifest JSON
completeness (#720), and star map scene/HUD integration (#674).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Autoload scripts are parsed before regular scripts, so class_name
types (CharacterVisualDescriptor, TestHarness, YamlParser) are not
available at parse time. Replace type annotations with untyped vars
and use load() for in-body class references. Fixes all 14 headless
parse errors (9 pre-existing + 5 from Sprint 30 changes).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Author
Owner

Review: client -> main (type: code) — Sprint 30

Reviewers: Hoshe (code quality), Tyre (architecture)

Process note: No runtime smoke test mentioned in commits.


Execution Issues (changes requested)

# File Severity Issue
1 client/ui/star_map.gd:108-110 warning _process calls queue_redraw() every frame when map is active — fires even when visible == false. 301-node _draw() with two O(n) passes at 60fps when not on screen. Fix: add and visible guard.
2 client/ui/star_map.gd:108-110 warning queue_redraw fires every frame even when nothing changed. Dirty-flag state changes (_pan_offset, _zoom, _hovered_system, _selected_system) instead.
3 client/ui/star_map.gd:261-263 warning _system_hash divides by INT32_MAX but GDScript hash() returns 64-bit. Hashes > INT32_MAX produce unbounded jitter values.
4 client/scripts/autoloads/game_state.gd:370 warning load("...character_visual_descriptor.gd") called every apply_snapshot() — per-tick hot path. Use const _CVD_CLASS = preload(...) at module level.
5 tooling/generate-star-map-data.py warning No CI gate for staleness — no check that JSON matches systems.db. Will silently drift. Add make check-star-map or similar.
6 tooling/generate-star-map-data.py warning Fragile systems.db path resolution — walks 3 relative paths, silently succeeds with wrong data from unexpected CWD.

Suggestions (non-blocking)

# File Severity Issue
1 client/scripts/rendering/character_visual.gd:334 suggestion bone_idx assignment redundant when bone_name already set — Godot 4 docs recommend bone_name alone
2 client/tests/test_sprint30.gd:233-235 suggestion Double-negative assertion doesn't distinguish "property absent" from "property null"
3 client/ui/star_map.gd:483-505 suggestion _handle_click and _update_hover are identical O(n) loops — extract shared helper
4 client/tests/test_sprint30.gd suggestion [ACCEPTANCE] tests will fail in CI unless tagged @ignore — confirm test runner skips them
5 Multiple autoloads suggestion Parse-order workaround pattern scattered across 5 files with different approaches — document as convention

Architecture highlights (Tyre)

Star map architecture is correct for Phase 1 (static 4363-line JSON, diegetic UI per D-013). Will need server-authoritative economic data channel at Phase 2 — flag for planning. CharacterVisualDescriptor fits D-020. Manifest JSON approach is the right call for exports.

Verdict: CHANGES REQUESTED

Fix the 6 warnings above (star_map performance, hash range, preload, data pipeline), then re-request review.

## Review: client -> main (type: code) — Sprint 30 Reviewers: Hoshe (code quality), Tyre (architecture) **Process note:** No runtime smoke test mentioned in commits. --- ### Execution Issues (changes requested) | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `client/ui/star_map.gd:108-110` | warning | `_process` calls `queue_redraw()` every frame when map is active — fires even when `visible == false`. 301-node `_draw()` with two O(n) passes at 60fps when not on screen. Fix: add `and visible` guard. | | 2 | `client/ui/star_map.gd:108-110` | warning | `queue_redraw` fires every frame even when nothing changed. Dirty-flag state changes (`_pan_offset`, `_zoom`, `_hovered_system`, `_selected_system`) instead. | | 3 | `client/ui/star_map.gd:261-263` | warning | `_system_hash` divides by INT32_MAX but GDScript `hash()` returns 64-bit. Hashes > INT32_MAX produce unbounded jitter values. | | 4 | `client/scripts/autoloads/game_state.gd:370` | warning | `load("...character_visual_descriptor.gd")` called every `apply_snapshot()` — per-tick hot path. Use `const _CVD_CLASS = preload(...)` at module level. | | 5 | `tooling/generate-star-map-data.py` | warning | No CI gate for staleness — no check that JSON matches systems.db. Will silently drift. Add `make check-star-map` or similar. | | 6 | `tooling/generate-star-map-data.py` | warning | Fragile `systems.db` path resolution — walks 3 relative paths, silently succeeds with wrong data from unexpected CWD. | ### Suggestions (non-blocking) | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `client/scripts/rendering/character_visual.gd:334` | suggestion | `bone_idx` assignment redundant when `bone_name` already set — Godot 4 docs recommend `bone_name` alone | | 2 | `client/tests/test_sprint30.gd:233-235` | suggestion | Double-negative assertion doesn't distinguish "property absent" from "property null" | | 3 | `client/ui/star_map.gd:483-505` | suggestion | `_handle_click` and `_update_hover` are identical O(n) loops — extract shared helper | | 4 | `client/tests/test_sprint30.gd` | suggestion | `[ACCEPTANCE]` tests will fail in CI unless tagged `@ignore` — confirm test runner skips them | | 5 | Multiple autoloads | suggestion | Parse-order workaround pattern scattered across 5 files with different approaches — document as convention | ### Architecture highlights (Tyre) Star map architecture is correct for Phase 1 (static 4363-line JSON, diegetic UI per D-013). Will need server-authoritative economic data channel at Phase 2 — flag for planning. CharacterVisualDescriptor fits D-020. Manifest JSON approach is the right call for exports. ### Verdict: CHANGES REQUESTED Fix the 6 warnings above (star_map performance, hash range, preload, data pipeline), then re-request review.
jpmschweitzer added 1 commit 2026-04-05 00:13:03 +02:00
Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper

game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
  runtime because script is already in resource cache

Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target

Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
jpmschweitzer closed this pull request 2026-04-05 00:18:09 +02:00
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Owner

Review Round 2: APPROVED

All 6 warnings from round 1 resolved:

  1. star_map.gd_process now returns early when not visible, uses _dirty flag instead of per-frame queue_redraw
  2. _system_hash — masks to 31-bit positive range (& 0x7FFFFFFF) before normalizing
  3. game_state.gdload() kept with documented rationale (autoload parse-order constraint prevents preload/class_name). Godot caches after first call.
  4. generate-star-map-data.py — added --check mode for CI staleness detection
  5. Makefile — added check-star-map target
  6. DB path — resolved relative to script location

Plus 5 suggestions addressed (bone_idx removal, test assertion cleanup, shared helper, acceptance test tagging, parse-order convention doc in CLAUDE.md).

Merged to main (CHANGELOG conflict resolved). All Sprint 30 client tickets complete.

## Review Round 2: APPROVED All 6 warnings from round 1 resolved: 1. **star_map.gd** — `_process` now returns early when `not visible`, uses `_dirty` flag instead of per-frame `queue_redraw` 2. **`_system_hash`** — masks to 31-bit positive range (`& 0x7FFFFFFF`) before normalizing 3. **`game_state.gd`** — `load()` kept with documented rationale (autoload parse-order constraint prevents `preload`/`class_name`). Godot caches after first call. 4. **`generate-star-map-data.py`** — added `--check` mode for CI staleness detection 5. **Makefile** — added `check-star-map` target 6. **DB path** — resolved relative to script location Plus 5 suggestions addressed (bone_idx removal, test assertion cleanup, shared helper, acceptance test tagging, parse-order convention doc in CLAUDE.md). Merged to main (CHANGELOG conflict resolved). All Sprint 30 client tickets complete.

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Reference: jpmschweitzer/settled-reach#109