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settled-reach/docs/sprints/sprint-33/client.md
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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

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