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settled-reach/docs/sprints/sprint-33/client.md
T
jpmschweitzerandClaude Sonnet 4.6 7270b860cb chore(meta): plan Sprint 33: Pecunia
Economics simulation sprint — skeleton binary through corporate agents.
13 tickets across server/copy/client/ci. Stability tests (D-179) are
the sprint exit condition.

Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 08:36:31 +02:00

2.5 KiB

Sprint 33: Pecunia — Client Tasks

Goal: Full economics simulation running — Leontief production, spatial price equilibrium, currency zones, corporate behavioral agents across all three corporation tiers, stability tests passing.

Branch: sprint-33/client Agents: Stig (UI dev)

New Tickets

# Title Blocked by
#818 Create icon_tint.gdshader for runtime icon recoloring

Use tooling/db/ticket show <id> for full ticket details.

Key Decisions

  • decisions/architecture.md — D-169 (implant UI component library), D-170 (HUD visibility groups)

Notes

#818 — Create icon_tint.gdshader for runtime icon recoloring

  • The implant HUD icon set (D-086, #795) references icon_tint.gdshader for runtime color replacement via ShaderMaterial. This shader was assumed to exist but was not authored during Sprint 32.
  • The shader must handle two icon types:
    • Stroke-based icons (majority of the set) — the icon is drawn as colored outlines/strokes on a transparent background. Recolor by replacing the stroke color at runtime.
    • Fill-based icons (health cross, at minimum) — the icon is a solid filled shape. Recolor the fill.
  • Integration spec: docs/design/icon-set-v01.md section 3.2 details the Godot ShaderMaterial parameter interface. Read that section before writing the shader.
  • Placement: client/ui/implant/ or client/shaders/ — check where other shaders live in the client tree and follow the existing convention.
  • The shader takes a ShaderMaterial parameter (the tint color) and outputs a recolored version of the source texture, preserving alpha. The icon textures are single-color SVG exports — the shader replaces the source color, not a specific channel.
  • Test by attaching to an ImplantDataRow or standalone TextureRect with one of the HUD icon textures. Verify both stroke and fill icon types recolor correctly at all implant theme semantic colors (ACCENT_ACTIVE, ACCENT_POSITIVE, ACCENT_NEGATIVE, ACCENT_WARNING, per client/ui/implant/default_implant.tres).
  • This is a standalone task — no server-side dependencies.

Dependency Chain

#818 (icon_tint.gdshader) → standalone

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):

tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(ui): description" --description "body" --base main --head sprint-33/client