Two committed-code bugs surfaced once the concurrent session landed its changes:
- game_state.gd never declared `trade_ledger_json` (diplomacy.gd writes/reads
GameState.trade_ledger_json) → "Invalid access" on every diplomacy render, and
serialize()/deserialize() omitted both `diplomacy` and `trade_ledger_json` so
they were lost on save/load round-trip. Declared the field + added both to
serialize/deserialize.
- diplomacy.gd called GdTradeLedger.from_json("") unconditionally → "EOF while
parsing". Guard: keep the fresh empty ledger when the JSON is empty.
Clears test_diplomacy_panel entirely + the trade_ledger save round-trips.
GUT: 40 → 33 failing (trade_ledger_json "Invalid access" 18→0, from_json EOF 18→0).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a GUI preferences module and refines the worker engine, operations panel,
workers page, and coverage page.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The turn-notification filter bucket and its label change from "military" to
"combat" to match the entry category, with richer combat log lines (attacker vs
defender, siege HP). Updates the proof scene and unit test accordingly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Setup gains a name field per slot (humans editable; AI slots named after their
clan via PersonalityAssigner, deduped); player_names flows payload → loading_screen
→ player_name. GameState.randomize_turn_order() adds seeded Fisher-Yates ordering
that next_player() rotates through. Minimap now fogs to the local player's
knowledge. Adds hotseat_view_proof (same game, two fogged worlds) + a turn-order
unit test; refreshes the p3-15 acceptance evidence.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two test-side binding errors (not Rust bugs):
- used `ClassDB.instantiate("GdGridState") + grid.call("create_grid", …)` — but
create_grid is a GdGameState method; the canonical GdGridState constructor is
the static `GdGridState.create(w, h)` (per worldsim_accumulator_fixtures.gd,
test_fauna_overlay.gd, world_map.gd). Switched both call sites.
- `fauna_index` was an untyped Array literal; Rust dict_to_tile binds it as
Array<String> and godot-rust rejects a Variant array ("expected array of type
STRING, got NIL"). Declared it `Array[String]`.
Verified: p2_58b's own binding errors are gone (set_tile_dict/create_grid/
fauna_index no longer error). Its residual GUT "Unexpected Errors" is global
pollution from other still-red tests (trade_ledger_json etc.), not this test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
test_gdextension_contract asserted GdTechWeb does NOT exist (mc-tech backlog),
but the crate + binding have since landed (`#[class(base=RefCounted)] GdTechWeb`
at api-gdext/src/lib.rs:7770; positive coverage in test_tech_web.gd). Per the
test's own instruction, removed the ABSENT_CLASSES sentinel and flipped
test_gd_tech_web_absent → test_gd_tech_web_present (guards against regression).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a worker abstraction (engine/worker.py) with registry wiring and a server
operations endpoint, surfaced in the GUI via new Workers and Operations pages
plus dashboard/coverage/theater/variant page updates. Refreshes the ranker.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
set_palette_variant can run before set_theme populates _palettes (settings_manager
applies saved display prefs at _ready, ahead of theme load). Remember the desired
valid variant silently instead of warning; the missing-variant warning now only
fires once palettes are actually loaded.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two+ humans sharing one device get a pass-the-device hand-off (hotseat_handoff)
gated by GameState.is_hotseat(). Each seat sees only its own view: city_renderer
fogs enemy cities until explored, prologue_overlay_renderer draws only the local
player's opening, and the AI/turn banners no longer stack across hand-offs.
Documents the flow in TURN_SEQUENCE.md, adds a headless handoff proof scene, and
marks p3-15 done (dashboard regenerated).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Same fragility as 64154c8bd, applied to the 8 other `lookup("fmt_*") % args`
call sites my i18n batches introduced (knowledge_tree tier badge, credits
entry/link, game_setup AI slot/clan, past_games entry, ransom_offers tooltip,
merge_panel not-found). Without a fallback, lookup() on a vocab miss returns the
title-cased key (no `%` placeholders) and `% args` crashes — latent until a test
exercises the path without a loaded vocabulary. Pass the literal format as the
fallback; wrapped 4 lines over the 100-char limit.
Verified: headless boot parses clean (exit 0).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
My earlier i18n batch (07a10054f) converted literal format strings like
`"%s (%s) — Tier %d" % [...]` to `ThemeVocabulary.lookup("fmt_...") % [...]`
without a fallback. lookup() on a miss returns the title-cased key (no `%`
placeholders), so `% [args]` throws "not all arguments converted" whenever the
vocabulary isn't loaded — which is the case in GUT unit tests. This crashed
test_great_person_modal (16) and test_throne_room_great_works (6).
Pass the literal format as the fallback arg (matching the existing
lookup(key, fallback) idiom) so these are robust when vocab is absent. Wrapped
the 4 lines that exceeded the 100-char gdlint limit.
Verified: GUT string-formatting errors 41 → 0; both test scripts now green
(suite 51 → 40 failing; the rest are pre-existing/other-session).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extract the JSON file-loading + shape-extraction + subscription-manifest
pipeline (~184 LOC, all private to the load flow) into a DataLoaderIo helper
that operates on _data/_raw by reference — mirroring the existing _ecology /
_worlds delegation idiom. data_loader.gd 652 → 457 (under the 500 cap).
Verified: gdlint clean on both files; headless boot loads 815 entries through
the new pipeline (manifest filtering intact), exit 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
All three statically unreachable + clean headless boot. Verified the scan is
sound (a known-live helper correctly resolves its callers):
- game_state_serialization_helpers.gd — docstring "Called by game_state.gd" is
stale; the caller was removed by the npc_buildings refactor
- turn_processor_signals.gd — no longer referenced by the turn_processor module
- achievement_tracker.gd — orphaned by the legacy-save-manager removal
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Statically unreachable (no .tscn ext_resource, no preload/load-by-path, no
class_name usage, no dynamic string-built loads) + clean headless boot verifies
no load-time breakage. Confirmed dead, with what superseded each:
- selection_manager.gd (482) — selection handled by event_bus/unit/player/
turn_processor_helpers; movement_animator.gd (67) used only by it (dead cluster)
- hex_overlay_renderer.gd (475) — superseded by overlay_renderer.gd; only
comment mentions remained
- weather_events.gd / WeatherEvents (474) — weather is Rust-side; sole "ref" was
a climate.gd config dict-key "weather_events": true, never the class
- indicator_renderer (295), river_renderer (121), road_renderer (88) — superseded
by procedural_renderer / overlay suite; zero engine refs
- ecosystem_simplified (292), fauna_simplified (124) — prototype variants; live
fauna.gd is the real one
- atmosphere_chemistry (254), water_body_finder (197), map_loader (133),
pending_actions (133) — orphaned helpers, zero engine refs
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The live autoplay harness is scenes/tests/auto_play.gd (registered autoload
`res://engine/scenes/tests/auto_play.gd`). src/entities/auto_play.gd was a stale
fork — diverged from the tests/ copy at de7b8df16, never received later updates,
and is referenced by NOTHING (no preload/load/class_name; only a comment mention
in a test). Verified zero string-based loads across .gd/.tscn/.sh/.py/.tres.
Removes one of the gdlint max-file-lines violations cleanly (Commandment 9 —
dead code goes entirely). engine/src over-cap files: 12 → 11.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a Grok image backend (grok_generator.py) behind a generator factory, a
starter-set orchestrator (starter.py, orchestrate_starter.py, starter_manifest.json)
and a Grok PoC harness with proof renders. Updates the ranker/processor/composition
prompts and sprite-config; refreshes the sprite-gallery design preview.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Game opening becomes a moddable JSON script driven by mc_worldsim::StartScriptRunner
and exposed to Godot via GdStartScript. Start scripts + dwarf tribe/wanderer units
live in public/resources/start_scripts; START_SCRIPTS.md documents the contract.
Adds tools/validate-start-scripts.py + wires it into CI (stage 3b) and verify.sh
(step 0b). Marks p3-14 done and regenerates the objectives dashboard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire the static .tscn label/button text in 5 scenes (end_game_summary section
titles + footer, merge_panel, city_screen merge button, game_setup section
headers, past_games) through ThemeVocabulary.lookup() in their controllers'
_ready, and remove the hardcoded .tscn text. Add the corresponding vocab keys;
drop 3 redundant endgame_* keys (footer buttons already use endgame_footer_*).
validate-i18n now passes: 145 scenes scanned, 0 hardcoded UI strings.
This clears the i18n verify gate with no bypass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace hardcoded user-visible strings in 12 scene scripts (great_person_modal,
merge_panel, specialists_drag_panel, throne_room_great_works,
intelligence_log_panel, knowledge_tree tier badge, credits, game_setup,
past_games, replay_viewer, lens_switcher/ransom_offers tooltips) with
ThemeVocabulary.lookup() + add the corresponding keys (incl. fmt_* for format
strings). Part of clearing validate-i18n with no bypass. (48 → 23 remaining.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
replay_viewer.tscn hardcoded its title/placeholder/turn/play/step/speed-label
text (pre-existing since May). Route the word labels through ThemeVocabulary
(replay_back/title/placeholder/step keys) set in _ready; runtime-set labels
(turn/play-pause/speed) lose their static .tscn text. Symbolic speed buttons
(0.5×/1×/2×) left as-is (not flagged). Clears validate-i18n for this scene.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mark override→inheritance done: all font_color migrated to theme_type_variation
/ redundant-deleted / dynamic carve-outs, and the one repeated modal-panel
StyleBox extracted into shared PanelModal/PanelModalPadded variations
(ac019c060). Remaining inline StyleBoxes are single-use-custom or dynamic
carve-outs (no shared pattern left). Coverage gate guards regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Record audit finding (no remaining base-palette dedup; guide bg tokens aliased)
and add a status header: all in-game colour derives from the single token
source, verified + gated. Remaining items are non-Godot (guide de-hex,
accessibility variants) or non-colour (StyleBox geometry, font-size).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
guide.bg{Primary,Secondary,Tertiary} held the same hexes as
background.{base,surface,raised} — the only genuine colour duplication left in
the token table. Aliased them so each base colour lives in exactly one place.
Value-preserving (resolved meta blob unchanged; ui_theme.tres byte-identical).
Audit finding: no other dedup exists in the Godot-layer tokens — tech.* are
already aliases of palette.*, and the gold/green families are distinct values,
not duplicates. The single-colour-source goal has no remaining godot-layer work.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add tools/check-ui-color-sources.py: fails if a hardcoded numeric Color()/Color8()
is applied to a widget in a scene (add_theme_*_override / StyleBox *_color).
Allows computed Color(accent.r,…), transparent, named constants, and var-init
fallbacks; excludes scenes/tests + the 3 precursor deletion files. Passes clean
on live scenes (exit 0). Wired into ./run verify as step 17 so a hardcoded
colour can't creep back in.
Capstone for the override→inheritance / single-colour-system work: colours in
live scenes now provably come from the design-token source.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Tools register after restart (confirmed). First in-session call timed out (slow
throttled MCP-spawned windowed Godot); fixed via connect-first + 150s grace +
respawn (6310433cc), re-verified through the built client (NODE_EXIT=0, real
3.85MB PNG). Running MCP needs to reload the post-fix dist (one restart) to use
it in-session.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Stale May 31–Jun 8 agent worktrees, all behind main with no unique work
(every change landed or superseded). Removed checkouts, branches, and the
accidentally-committed gitlink entries.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The first in-session magic_civ_screenshot timed out: windowed Godot spawned by
the MCP (a throttled background GUI process under Claude Code) inits far slower
than a terminal launch, exceeding the 45s connect timeout — though the driver
DID bind the port (verified 8787 open). Fixes:
- connect-first: if a rendered driver is already listening (e.g. a foreground
`MC_MCP_RENDER=1 ./run play`), connect to it directly and skip the slow,
throttled background spawn entirely.
- start timeout 45s -> 150s for the spawn fallback.
- a failed start now clears its cached promise + reaps the child so the next
tool call respawns instead of replaying the rejection until an MCP restart.
Re-verified end-to-end through the built RenderClient (spawn path): ping {ok},
screenshot -> a real 3420x1923 PNG of the live world map.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
world_map lair POI overlay, tile_info_panel tooltip wiring, lair standin
sprites + build_demo_lairs.py, tooltip unit test, lair proof scenes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
font_color override→inheritance migration done. Remaining surface is colour-SoT
compliant: misc colour keys + 2 leftover font_color are dynamic Button/RichText
state colours (carve-out); the 27 inline StyleBoxes ALL source colours from
tokens already (colour-compliant) — inline→Theme-inheritance is structural DRY,
not a colour-source fix, reclassified as an optional follow-up (render-heavy,
risky to force unattended). Loop a52b2931 stopped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
These Label nodes set font_color to text.primary — which is already the Label
theme default in ui_theme.tres — so the override was a no-op duplicate. Deleted
across 12 scenes; the Labels now inherit the default. Value-preserving by
construction (default == deleted value); all targets confirmed Label-typed.
gdlint: no new issues (pre-existing class-order/const-name in some files
untouched). knowledge_tree render-verified via tech_tree_proof (exit 0).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate the %HappinessLabel state-conditional font_color (positive/negative/
neutral) to theme_type_variation (LabelPositive/Negative/Secondary). It's a
Label (top_bar.tscn:86), so the variation applies cleanly and is value-preserving.
This completes the static Label font_color override→inheritance migration. The
only remaining add_theme_color_override("font_color", ...) are 2 Button
state-toggles (lens_switcher active-lens, overlay_panel) — genuinely dynamic
(toggled per UI state, would need a Button-based variation), left as the
dynamic carve-out.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Node-type-aware batch: replace add_theme_color_override("font_color",
ThemeAssets.color("<token>")) with theme_type_variation on declared Label vars
only (35 overrides across 19 HUD/menu/notification/world-map scenes). Non-Label
targets (Buttons in top_bar/overlay_panel/lens_switcher) and dynamic/param
colours are left as overrides — a Label variation would break a Button's
stylebox lookup.
Value-preserving (each variation carries the identical token colour; instance
font_size overrides are untouched). All changed files gdlint-clean. Pattern is
render-proven by the statistics + hotkey_sheet iterations; live world_map render
skipped here because the working tree carries a concurrent session's uncommitted
world_map.gd / tile_info_panel edits (left unstaged).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate 5 font_color overrides to theme_type_variation
(LabelTitle/Secondary/Positive/Negative/Muted). Inline StyleBoxFlat (panel bg)
left for the StyleBox sub-sweep.
Value-preserving (variations carry the same token colours) + gdlint clean. No
direct render harness (this panel opens on in-game interaction, not coverable by
a proof scene or the magic-civ open_screen surface); the variation pattern is
render-proven by the statistics + hotkey_sheet iterations.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate 15 add_theme_color_override("font_color", ...) calls in statistics.gd to
theme_type_variation (LabelTitle/Secondary/Muted/Disabled/Positive/Negative).
Widgets inherit the colour from ui_theme.tres instead of hand-setting it.
Value-preserving (variations carry the same token colours). Render-verified on
plum via statistics_proof — all 5 tabs render; Rankings shows title gold, metric
secondary, trend arrows green, no regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Record the type-variation foundation (build-tool emission + 9 Label variations)
and the knowledge_tree pilot (4 labels migrated, render-verified). Note the
remaining scene-by-scene sweep + redundant-default deletes + font-size/StyleBox
sub-sweeps.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First override→inheritance migration, proving the pattern. Replace 4
add_theme_color_override("font_color", ...) calls with theme_type_variation:
cost→LabelMuted, hint→LabelDisabled, title→LabelTitle, flavor→LabelSecondary.
Widgets now inherit the colour from ui_theme.tres instead of hand-setting it.
Value-preserving (variations carry the same token colours). Render-verified on
plum via tech_tree_proof — cost labels render the muted colour correctly, tree
unchanged. Remaining accent-param labels (_make_pill/_make_section) stay as
overrides (dynamic colour). The redundant text.primary overrides (= Label
default) are a separate delete-pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Foundation for collapsing the ~188 add_theme_color_override calls onto Godot
Theme inheritance. Adds a `typeVariations` section to design-tokens.json and
emits each as a Godot type variation in ui_theme.tres.
9 Label variations covering the high-count font_color override patterns:
LabelTitle/Muted/Secondary/Disabled/Positive/Negative/Warning/Gold/Science
(→ text.title/muted/secondary/disabled, semantic.positive/negative/warning,
accent.gold/science). Widgets set `theme_type_variation = "LabelMuted"` to
inherit instead of `add_theme_color_override("font_color", ...)`.
Additive — nothing consumes them yet, zero visual change. Verified: variations
baked into ui_theme.tres, theme --check clean, headless load exit 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mark the minimap biome-colour single-source path verified via the magic-civ
rendered driver (live world_map shows minimap with real biome colours), and
record phase 1d progress (city_proof + world_gen_lab_proof rerouted; 3 proof
copies remain — climate legend + 2 that don't load_theme).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>