Claude Code
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f1d169e98d
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feat(generation): ✨ Add tiebreaker support to start position generation for fairer multiplayer start distribution
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-11 06:09:24 -07:00 |
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Claude Code
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2915bba1dc
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feat(world-map): ✨ Implement deterministic tiebreaker cascade (score, cities, population, units) for victory conditions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-11 06:09:23 -07:00 |
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Claude Code
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d5938ca7df
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feat(world-map): ✨ Add TurnNotification overlay to prevent screen dimming during AI turns in world map arena
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-11 06:03:24 -07:00 |
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Claude Code
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33c66cbb35
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feat(world-map): ✨ Add screenshot capture logic for AI match visualization in WorldMapArena
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 21:40:59 -07:00 |
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Claude Code
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aeeaf568fb
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feat(arena-ai): ✨ Update unit AI behavior to support arena mode with movement, decision-making, and difficulty adjustments
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 21:11:48 -07:00 |
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Claude Code
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6d1cfa725c
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feat(settings-manager): ✨ Add AI arena mode settings keys and validation logic for game engine compatibility
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 21:11:48 -07:00 |
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Claude Code
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662057c69d
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feat(arena): ✨ Add AI-controlled arena mode race selection and adjust world map arena scene behavior
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 21:11:47 -07:00 |
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Claude Code
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d36d5fc4d5
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feat(victory): ✨ Introduce grace period delay for victory checks in VictoryManager
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:31:44 -07:00 |
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Claude Code
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eb22568828
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feat(ai): ✨ Enhance military unit detection logic in SimpleHeuristicAI for improved strategic accuracy
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:25:49 -07:00 |
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Claude Code
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85ae66b0a6
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feat(victory): ✨ Add unit-capture victory condition logic to handle new win scenarios in VictoryManager.gd
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:20:14 -07:00 |
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Claude Code
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b0b9996363
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fix(world-map): 🐛 Add missing return statement to prevent null reference errors in WorldMap scene processing
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:08:23 -07:00 |
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Claude Code
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7b45068213
|
feat(game-engine): ✨ Add environment-based conditional logic to disable screenshot capture in non-debug contexts
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:08:23 -07:00 |
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Claude Code
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67933937c9
|
feat(turn-processor): ✨ Implement vision integration into turn processing logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:02:45 -07:00 |
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Claude Code
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d14c08c46b
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refactor(ai): ♻️ Update AI decision-making constants for strategic behavior improvements
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:02:45 -07:00 |
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Claude Code
|
34fef59b25
|
feat(game-engine): ✨ Add vision property to Unit entities for rendering and AI behavior
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 20:02:45 -07:00 |
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Claude Code
|
9282d5f8cb
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feat(ai): ✨ Add debug logging for founder AI decision-making in heuristic AI
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:56:30 -07:00 |
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Claude Code
|
bba3da7fd7
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refactor(turn-manager): ♻️ Remove commented-out Diplomacy and Economy calls from turn manager and processor
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:50:51 -07:00 |
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Claude Code
|
1602d63346
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feat(turn-processor): ✨ Introduce turn skipping validation rules in TurnProcessor
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:45:18 -07:00 |
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Claude Code
|
e7e7b7caa6
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refactor(ai): ♻️ Implement modular AI behavior pipeline by separating GDScript game logic from Rust scoring weights for cleaner architecture and performance gains
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:45:17 -07:00 |
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Claude Code
|
339fa42474
|
feat(world-map): ✨ Introduce arena mode with arena-specific world map logic and boundary handling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:26:54 -07:00 |
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Claude Code
|
e3fd056a94
|
feat(game-engine): ✨ Implement AI arena session logic with session initialization and behavior rules for main scene gameplay
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:26:53 -07:00 |
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Claude Code
|
5980926b84
|
feat(ai): ✨ Add AI turn bridge class to coordinate AI components and game state transitions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:20:20 -07:00 |
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Claude Code
|
6c1847a210
|
feat(game-engine): ✨ Implement AI turn logic in TurnManager with turn order calculation and AI player handling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:20:20 -07:00 |
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Claude Code
|
86eb0933d0
|
feat(loading-screen): ✨ Add AI arena mode UI and logic with player name customization and AI opponent handling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 19:20:19 -07:00 |
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Claude Code
|
96a417dfa5
|
test(ecology-specific): ✅ Add golden vector tests for ecology simulation outputs to verify consistency over time
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 18:46:10 -07:00 |
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Claude Code
|
1d56b77d4f
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test(scenes): ✅ Add screenshot capture test to verify rendering correctness and game state in scene tests
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 18:22:42 -07:00 |
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Claude Code
|
30aa0a0949
|
fix(climate-specific): 🐛 Fix type annotation in observation store to align RefCounted return type with GameState.get_observation_store()
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 12:35:26 -07:00 |
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Claude Code
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f12d72ae87
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fix(game-engine): 🐛 Update type annotation in ChroniclePanel and WorldMapVision to use RefCounted for observation store, aligning with GameState.get_observation_store() return type.
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 12:35:25 -07:00 |
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Claude Code
|
fdf778435d
|
test(scenes): ✅ Refine unit ID validation and mock data in worldmap visual proof tests to handle edge cases and align with iteration 7q requirements
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:39:20 -07:00 |
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Claude Code
|
b5ae6c586d
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test(scenes): ✅ Update unit ID validation in turn cycle proof test
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:39:20 -07:00 |
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Claude Code
|
02e4ad7ba5
|
feat(scenes): ✨ Implement iteration 9 gameplay logic and define scene structure in iter_9_gameplay_proof.tscn
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:33:21 -07:00 |
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Claude Code
|
0ee74c23d7
|
feat(hud): ✨ Add AI turn overlay visual elements and progress indicators to the HUD
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:09:04 -07:00 |
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Claude Code
|
b938c27292
|
feat(victory): ✨ Add victory conditions and integrate victory checks with turn management logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:09:04 -07:00 |
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Claude Code
|
cbf0977ceb
|
refactor(world-map): ♻️ Implement modular scene architecture for the world map by reorganizing logic in world_map.gd and updating the scene file to improve maintainability and performance.
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:09:03 -07:00 |
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Claude Code
|
74d7c3d087
|
feat(menus): ✨ Introduce player type differentiation in victory/defeat screens with human/AI logic checks
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 10:09:03 -07:00 |
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Claude Code
|
d68851dfc4
|
arch(event-bus): 🏗️ Refactor event bus autoload to support turn-based game event routing and decoupled propagation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:56:09 -07:00 |
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Claude Code
|
c0ade18473
|
feat(hud): ✨ Introduce TurnNotification HUD component with visual/audio cues for turn-based gameplay
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:56:09 -07:00 |
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Claude Code
|
fefc5ad8d2
|
feat(world-map): ✨ Add turn notification UI component with visual and logic for displaying player/enemy turn status in the world map
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:56:08 -07:00 |
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Claude Code
|
6bf7ec4402
|
refactor(tech-tree): ♻️ Update tech tree logic to integrate with TurnManager for turn-based tech retrieval
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:56:08 -07:00 |
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Claude Code
|
10ae124b9c
|
feat(turn-processor): ✨ Implement new turn resolution and state transition logic for game engine mechanics
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:44:51 -07:00 |
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Claude Code
|
17535ddc69
|
feat(city): ✨ Add controlled property accessors to City class for external rendering systems
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:44:51 -07:00 |
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Claude Code
|
fee70d5b0b
|
refactor(world-map): ♻️ Rename display_name to name_display for consistency in WorldMap and Unit classes
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:44:50 -07:00 |
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Claude Code
|
af174c308a
|
feat(turn-processor): ✨ Introduce event-driven unit and building completion mechanics in TurnProcessor and WorldMapCityActions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:38:34 -07:00 |
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Claude Code
|
3b3ee4dda0
|
feat(mc-turn): ✨ Implement PvP combat resolution logic in the processor module
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:26:26 -07:00 |
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Claude Code
|
f434f4283f
|
feat(simulator): ✨ Implement PvP combat tracking in tournament_bench for performance benchmarking
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:26:26 -07:00 |
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Claude Code
|
e230192b11
|
feat(simulator): ✨ Introduce CombatEvent struct and processor for PvP combat resolution logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:20:17 -07:00 |
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Claude Code
|
fd7031dd37
|
deps-upgrade(simulator): ⬆️ Update dependencies in mc-turn crate for improved compatibility, security, and performance
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:20:17 -07:00 |
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Claude Code
|
479b4cfd31
|
refactor(simulator): ♻️ Restructure encounter processor to integrate PvP combat logic and optimize grid-based performance
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:14:29 -07:00 |
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Claude Code
|
bb64684d05
|
feat(simulator-specific): ✨ Adjust victory thresholds to extend game duration and add strategic depth
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 09:08:14 -07:00 |
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Claude Code
|
ba3944f202
|
feat(simulator): ✨ Adjust culture scaling and city contribution caps to reduce tech-rushers' excessive tech gains while preserving expansionist city growth potential
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2026-04-10 08:38:28 -07:00 |
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