Commit graph

564 commits

Author SHA1 Message Date
Natalie
507a87104f feat(@projects/@magic-civilization): 👁️ p3-25 step 5 — project real trade deals into view_json (DiplomacyView.trade_deals)
view_json now carries real inter-player trades — the headless "simulator provides
everything" goal is met. A player-like the headless adapter sees territory (step 2) AND
trades (this step) from the projected view, no GDScript re-derivation.

- view.rs: DiplomacyView gains trade_deals: Vec<TradeDealView> ({kind, you_receive,
  you_give, gold_per_turn}, described from the viewer's perspective; serde skip-if-empty
  for wire stability).
- projection.rs build_diplomacy: populates trade_deals from the persisted
  state.trade_ledger swap/sale agreements (LuxurySwap/StrategicSwap/ResourceSale) for the
  viewer↔counterpart pair, via swap_deal_view/sale_deal_view helpers (correct give/receive
  direction; sale gold signed + for seller, − for buyer).

Verified: projection_surfaces_trade_deals_from_ledger (luxury swap direction + sale
buyer/gold); mc-player-api 171/0. (Disk filled mid-step from cargo target — cargo clean
reclaimed 9.5GiB; tests re-run from a clean build.)

p3-25 steps 1-5 DONE: view_json now carries territory + real trades, sourced fully in
Rust. Step 6 (live game adopts the unified PlayerView) reframed as a large separate
follow-on — the headless view-completeness this objective targets is achieved.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 02:04:57 -04:00
Natalie
1a7fd849c0 feat(@projects/@magic-civilization): 💱 p3-25 step 4 — real trade sourcing + ledger persistence in the headless turn
The core of the rail-1 trade port: inter-player trades now form in the Rust headless
sim from REAL owned-tile resources (no proxy), persist to state, and apply.

- mc-turn::process_trade_phase: source_tradeable_resources sources each player's tradeable
  luxuries + strategics from its cities' owned tiles → deterministic tile_collectibles
  rolls (seed = map_seed ^ coord, stable across turns) → classified via
  GameState.resource_categories (dups kept for MIN_COPIES_TO_TRADE). Replaces the old
  proxy (tile_strategics: Vec::new(), tile_luxuries from traded_luxuries).
- Persists the re-derived swap/sale agreements into state.trade_ledger (retaining the
  persistent OpenBorders/SharedMap), so the projection/view can carry real trades.
- Writes PlayerState.traded_strategics (new serde-default field) + applies net per-turn
  gold flow (gold_flow_for: seller +, buyer −).

Verified: mc-turn source_tradeable_resources_classifies_owned_tile_collectibles
(determinism + classification purity + uncategorized-filtered + empty-categories no-op);
mc-turn+mc-state+mc-player-api 517/0; workspace cargo check clean (new PlayerState field
broke no literals). p3-25 steps 1-4 done; 5-6 remain (project trade deals into the view,
then GDScript view-only).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 01:57:32 -04:00
Natalie
e376920766 feat(@projects/@magic-civilization): 📇 p3-25 step 3 — resource-category catalog into Rust state
Rail-1 city-model unification, step 3: give the headless sim the luxury/strategic
categories it needs to classify owned-tile resources for trade sourcing — currently
GDScript-only (DataLoader). No content hardcoded in Rust (Rail-2): loaded from JSON.

- GameState.resource_categories: BTreeMap<String,String> (id → "luxury"/"strategic"/
  "bonus"), #[serde(skip)] boot-loaded exactly like units_catalog/civic_catalog (not
  save-persisted; empty Default → nothing tradeable, a safe no-op).
- GameState::load_resource_categories_json parses the flat {id:category} object GDScript's
  DataLoader emits; no-clobber on malformed input.
- GdPlayerApi.set_resource_categories_json FFI loads it onto the held state (call after
  load_state_json, since the field is serde-skip).

Verified: mc-state load_resource_categories_parses_flat_map + suite 13/0; workspace
cargo check clean (GameState field addition broke no literals — all use ..Default).
Rust-only; live game unaffected. Unblocks step 4 (process_trade_phase classification).
p3-25 steps 1-3 done; 4-6 remain.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 01:37:59 -04:00
Natalie
37fbb6153d feat(@projects/@magic-civilization): 🗺️ p3-25 step 2 — real city territory in the bench sim (culture border expansion) + projected
Rail-1 city-model unification, step 2: give the headless/bench simulation real,
growing territory so view_json carries it (toward "simulator provides everything").

- mc_city::CityState gains owned_tiles: Vec<(i32,i32)> (serde default; backward-compat).
- mc-turn::process_culture: the culture-ready list from CulturePool::tick_all was
  previously DROPPED (let _ready = ...). Now each ready city claims one contiguous,
  in-bounds frontier tile per turn into owned_tiles — real border expansion in Rust.
  Deterministic pick (lowest col,row among the unclaimed frontier); city centre owned
  implicitly via city_positions, materialised on first expansion; consume_expansion
  advances the threshold. Grid dims read before the &mut player borrow.
- mc-player-api projection: CityView.owned_tiles (schema field that existed but was
  stubbed Vec::new()) now projects CityState.owned_tiles, with a centre fallback so
  every city reports at least the tile it sits on.
- Fixed a pre-existing broken test (serde_roundtrip HappinessInput literal missing the
  building_happiness_effects/happiness_per_city_effects fields p3-24 added).

Verified: cargo test mc-city + mc-turn + mc-player-api 725/0, incl. new
culture_expansion_claims_frontier_tiles + projection_surfaces_city_owned_tiles. Rust-only
headless-path change; live game (presentation_cities) unaffected. Unblocks step 4
(trade sourcing from owned-tile resources). p3-25 steps 1-2 done; 3-6 remain.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 01:18:24 -04:00
Natalie
922c18fb0c feat(@projects/@magic-civilization): 🛤️ p3-25 step 1 — projection reads real agreement state (de-stub DiplomacyView)
Owner directive: "gd should only be UI view of simulation / simulator provides
everything / no stubs". Root cause (verified): the sim holds two parallel city models —
authoritative mc_city::City (presentation_cities, has owned_tiles) vs bench
mc_state::CityState (GameState.players[].cities, no territory) — and project_view reads
the bench one, so view_json is structurally blind to territory + trades. New objective
p3-25 captures the full sequenced unification plan.

Step 1 (this commit) de-stubs what real bench state already carries, no fabrication:
- projection.rs build_diplomacy: DiplomacyView.{open_borders,shared_map,agreements_active}
  now read the real OpenBorders/SharedMap entries from state.trade_ledger (the entries
  dispatch writes on signing), replacing hardcoded false/false/empty stubs.
- CityView.owned_tiles left honestly TODO (center-only would mislead; fills in step 2 when
  bench territory + border expansion are ported).

Verified: cargo test -p mc-player-api 169/0 (incl. new projection_surfaces_open_borders_
from_ledger). Rust-only headless-view change; no GDScript touched, live game path
unaffected. Swap/sale trade deals NOT yet in the view — they need the sourcing+persistence
port (p3-25 steps 2-5); not faked here per "no stubs".

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 00:43:46 -04:00
Natalie
e6b7c9b2ce feat(@projects/@magic-civilization): p3-23 DONE — trade richness complete; deal-UI screenshot-proven
Phase-gate proof for the deal UI (revival step 5 verification): diplomacy_deal_proof.tscn
instantiates the REAL diplomacy_panel.tscn with a crafted GameState (human + 2 AI rivals,
ledger holding one LuxurySwap + one StrategicSwap + one ResourceSale) and self-captures.

Screenshot reviewed in-conversation — the panel renders, in the correct per-rival rows:
- AI 1 (Ironhold): "Luxury Trade: Receiving Silk for Furs" + "Resource Sale: Buying
  Horses (−2 gold/turn)"
- AI 2 (Goldvein): "Strategic Trade: Receiving Coal Seam for Iron Ore"
All three deal types render with correct direction, resources, and gold flow.

p3-23 status partial → done. Every acceptance bullet now met with evidence: gold↔resource
+ strategic swaps + luxury swaps (mc-trade) · AI evaluation · in-game pipeline revived
end-to-end (steps 1-4, GUT 750/0 + 25-turn arena exit 0) · deal UI (step 5, screenshot).
tribute.rs stays Game-2 deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 00:07:43 -04:00
Natalie
99e0a4447f feat(@projects/@magic-civilization): 🤝 p3-23 revival step 5 — deal UI: active trade deals in the diplomacy panel
Active inter-player trade deals now surface in the diplomacy panel's per-rival agreement
section, alongside open-borders / shared-map rows.

- diplomacy.gd get_active_agreements parses the serde-tagged LuxurySwap / StrategicSwap /
  ResourceSale entries straight out of GameState.trade_ledger_json (_append_trade_deals +
  _swap_entry + _sale_entry — pure GDScript, no new FFI). Each deal becomes a display dict
  {type, partner, you_receive/you_give | role/resource/gold_per_turn}.
- diplomacy_panel._make_agreement_section renders luxury_swap/strategic_swap (receiving X
  for Y) + resource_sale (buying/selling X, ±gold/turn). 6 diplomacy_* vocab keys added.
- GUT test_get_active_agreements_surfaces_trade_deals: all three deal types + partner/
  direction/resource fields. Panel script compiles + its tests pass. Full suite 750/0.

p3-23 implementation + logic now COMPLETE and GUT-proven across steps 1-5. The only item
left before status:done is a phase-gate proof screenshot of the trade rows (needs a
crafted live state with a human-held ledger deal; not reproducible in the all-AI arena).
Stays partial per objective-integrity.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 23:38:21 -04:00
Natalie
916dcda55d test(@projects/@magic-civilization): p3-23 revival step 4 — verify trade tile-sourcing; full pipeline end-to-end proven
Added the last missing link test: _collect_tradeable_resources against a real GameMap.

- test_collect_tradeable_resources_classifies_owned_tiles: builds a GameMap with
  iron_ore×2 (strategic) + silk (luxury) deposit tiles owned by a player, asserts
  _collect_tradeable_resources returns strategics=[iron_ore,iron_ore] (dups kept for
  the MIN_COPIES_TO_TRADE surplus rule) + luxuries=[silk]. Proves _serialize_players'
  real DataLoader-category tile sourcing. NB: DataLoader maps the "resources" category
  to the deposits/ dir — served strategic ids are iron_ore/horses, not "iron".
- before_all loads the theme (category lookups need DataLoader). GUT 749/0.

Full inter-player trade pipeline now GUT-proven link-by-link AND headless-proven live:
real tiles → _collect_tradeable_resources (step 4) → process_trades → ledger →
traded_luxuries/strategics (step 1) → strategic build access (step 3); gold sale →
gold_flow_for → net gold (pre-existing); integration runs every round in a live 25-turn
arena without aborting the loop (step 2). Gold flow no longer inert — process_turn now
populates GameState.trade_ledger_json each round.

Only remaining for done: the deal UI (diplomacy panel + wire trade_agreed). Stays partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 23:08:26 -04:00
Natalie
f7959e11a0 feat(@projects/@magic-civilization): ⚔️ p3-23 revival step 3 — unit-gating honors traded strategics
A strategic resource gained via an active inter-player trade now grants unit-build
access exactly like a tile-owned copy (Civ-style "access", not stockpile).

- turn_processor._player_owns_resource (the live production-COMPLETION gate behind
  EventBus.strategic_gate_rejected) now short-circuits true when resource_id is in
  player.traded_strategics, before the game_map tile scan. The Rust
  GdCitySlot.enqueue_item gate has no live GDScript caller (unused FFI surface), so
  this completion gate is the only live unit-gating path.
- GUT: test_player_owns_resource_via_traded_strategic (traded → access) +
  _false_without_tile_or_trade (neither → no access). Full suite 748/0.

Acceptance chain now GUT-proven link-by-link: process_trades→ledger→traded_strategics
(step 1) · traded_strategics→build access (step 3) · gold_flow_for→net gold
(test_trade_gold_flows_into_net_gold, pre-existing).

Next (step 4): end-to-end in-game proof (a trade demonstrably forms in a played game,
gold flows >0, a gated unit becomes buildable) + deal UI. p3-23 stays partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 22:37:05 -04:00
Natalie
32dd6d2723 feat(@projects/@magic-civilization): 🔌 p3-23 revival step 2 — enable Diplomacy.process_turn in the turn loop (loop-survival proven)
Step 1 made diplomacy.gd's contract correct + isolation-proven. Step 2 wires it into
the turn loop, carefully.

- turn_manager.gd now calls (diplomacy as DiplomacyScript).process_turn(GameState.players,
  GameState.turn_number, GameState.get_game_map()) once per full round, where the old
  empty-stub call sat disabled. The original abort risk was a MISSING method (the stub
  had none, so the call killed next_player + the arena loop). process_turn now exists and
  is internally defensive (null game_map, missing GdTrade extension, unknown resources all
  handled) so it cannot abort the round loop.

Verified (carefully, per owner): 25-turn headless AUTO_PLAY arena (seed 7) →
  exit 0, 0 SCRIPT ERRORs, 0 process_trades errors, 26 turn_stats rows, clean score victory.
The trade-eval runs every round against real players/cities/map without crashing.
NOT yet shown: in-game trade FORMATION evidence (auto_play has no trade logging; 25 turns
is sparse for complementary surpluses). Mechanism itself is GUT round-trip-proven (step 1).

Next (step 3): in-game trade visibility — GdTradeLedger agreements-enumeration #[func] +
wire EventBus.trade_agreed (dangling, no listener) into the chronicle, then a longer arena
to confirm deals form in play. p3-23 stays partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 22:08:37 -04:00
Natalie
e926345ad2 feat(@projects/@magic-civilization): 🔧 p3-23 revival step 1 — reconcile diplomacy↔process_trades contract (safe, isolation-proven)
Owner greenlit "revive carefully". First safe step: make diplomacy.gd's contract
correct and prove it works in isolation, WITHOUT enabling the turn-loop call.

- diplomacy.gd now matches the current GdTrade.process_trades {ledger} contract:
  _serialize_players emits the PlayerTradeInput shape (player_index, tile_luxuries,
  tile_strategics, trade_willingness), sourcing each player's controlled luxuries +
  strategics from owned tiles classified by resource `category`; process_turn reads
  result["ledger"], stores it, and _apply_ledger_resources fans the ledger's
  incoming_luxuries/incoming_strategics onto each player (buyer gains the resource).
- Removed the dead _apply_trade_changes/_apply_relation_changes (they matched an old
  contract that returned new_trades/relation_changes; process_trades returns {ledger}).
- player.gd gains traded_strategics (field + serialize/deserialize); _clear_pair_luxuries
  clears it on war. GdTradeLedger.incoming_luxuries #[func] added (mirrors incoming_strategics).
- test_diplomacy.gd: replaced the 4 stale _apply_trade_changes tests with ledger-based
  tests, incl. a full round-trip (PlayerTradeInput JSON → process_trades → ledger →
  _apply_ledger_resources → buyers gain wine/horses/silk/iron).

Verified: cargo check gdext; dylib rebuilt; canonical GUT 746/0 (both new tests pass).
Turn-loop call REMAINS disabled (next step enables it carefully). p3-23 stays partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 21:53:35 -04:00
Natalie
de983fac54 docs(@projects/@magic-civilization): 🔎 p3-23 — discovery: inter-player trade turn-integration is DISABLED in-game
Verify-first while scoping part B (strategic gating) surfaced that p3-23's premise
was wrong. The inter-player trade evaluation does NOT run in the played game:

- turn_manager.gd:287 has Diplomacy.process_turn() commented out under a stale
  "empty stub module" note (diplomacy.gd was rebuilt but never re-enabled).
- The only writer of GameState.trade_ledger_json is diplomacy.gd:32 inside that
  disabled call → the ledger is never populated → NO inter-player trades run
  (luxury, strategic, or gold).
- The diplomacy.gd <-> GdTrade.process_trades contract has drifted in 3 places:
  input shape ({index,traded_luxuries,personality} vs Vec<PlayerTradeInput>),
  return keys ({ledger} vs trade_ledger_json/relation_changes/new_trades), and
  relations advancement. So enabling is not a one-line uncomment.

Consequence: the part-A gold-flow wiring (last pass) is correct + GUT-tested but
INERT in-game until the integration is revived (it reads an always-empty ledger).

The mc-trade simulation logic remains complete + cargo-tested (66/0). p3-23's real
remaining work is now scoped: revive the diplomacy trade turn-integration
(reconcile the 3 contract drifts, re-enable carefully, add PlayerState.traded_strategics
+ unit-gating, verify headless+GUT) then the deal UI. Status stays partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 20:41:24 -04:00
Natalie
a8c01cb5e1 feat(@projects/@magic-civilization): 💰 p3-23 part A — inter-player gold sales hit the treasury in-game
Wires the ResourceSale gold flow into the live economy (leveraging the p3-24
phase-1 economy port). GdTradeLedger gains gold_flow_for + incoming_strategics
#[func]s; GdEconomy gains a trade_gold param added to net gold AFTER the yield /
golden-age multipliers (a trade transfer must not be amplified by difficulty
handicap); economy.gd._player_trade_gold reads GameState.trade_ledger_json via
GdTradeLedger and passes the player's net flow. A seller now gains gold and a
buyer pays it each turn a sale is active.

Verified: GUT test_trade_gold_flows_into_net_gold (seller +3 → net 8, buyer −2 →
net 3, trade_gold echoed); dylib rebuilt + canonical GUT 748/0.

p3-23 stays partial — gold-trade flow now live (part A); remaining part B is the
strategic-resource gating (FFI sources tile_strategics, PlayerState.traded_strategics,
unit-gating reads incoming_strategics) + the deal UI.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 20:12:40 -04:00
Natalie
e00c0477ab docs(@projects/@magic-civilization): p3-24 phase 3 — climate HP-loss verified Rust-owned (bullet 3 done)
Verify-first (per the never-infer rule): the objective flagged climate_effects.gd:125
(unit.hp -= hp_loss) as a GDScript simulation-logic violation, but verification shows
the hp_loss COMPUTATION already lives in mc-climate::climate_effects::apply
(hp_loss = unit_damage × severity_scale; climate_effects.rs:113, 6 cargo tests).
GdClimateEffectsPhysics.apply delegates to it; climate_effects.gd is a thin marshaler
that fans the Rust-computed value onto GDScript Unit entities — the same sanctioned
pattern as economy.gd's disbanded_units fan-out (the file's own doc says so). No
GDScript simulation arithmetic remained, so bullet 3 is marked done with evidence
rather than churning already-compliant code.

All three named GDScript violations (gold, happiness, climate) now resolved. p3-24
stays partial only on the explicit (Stretch) bullet 4 (per-turn orchestration → Rust
turn driver), deferred to the broader pathfinder/turn port. cargo + GUT 747/0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:39:51 -04:00
Natalie
417c8d195b refactor(@projects/@magic-civilization): 🏛️ p3-24 phase 2 — port happiness aggregation GDScript→Rust (Rail-1)
happiness.gd summed building happiness effects and applied the
happiness_per_city × city_count multiply IN GDScript before the GdHappiness
call. Moved both into mc-happiness:

- HappinessInput gains building_happiness_effects + happiness_per_city_effects
  (#[serde(default)]); building_happiness_total() does the sum + per-city multiply.
  calculate_happiness uses it. Legacy building_happiness kept as a back-compat
  default field.
- happiness.gd passes the raw effect lists (no arithmetic); turn_processor_helpers
  sum_building_effects → collect_building_effects (pure per-building extraction,
  its only caller was happiness.gd). The luxury-map assembly stays GDScript (tile/
  DataLoader extraction; mc-happiness is pure).

Verified: 2 new mc-happiness cargo tests (aggregates effects+per-city; back-compat
legacy field); mc-happiness 23/0; dylib rebuilt + canonical GUT 747/0 (full
happiness.gd path test_happiness_turn -6/-4 unchanged).

p3-24 bullet 2 done; stays partial — remaining: climate HP-loss→Rust, orchestration.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:15:35 -04:00
Natalie
a330704fe4 refactor(@projects/@magic-civilization): 🏛️ p3-24 phase 1 — port gold aggregation GDScript→Rust (Rail-1)
economy.gd:65-79 computed gold IN GDScript (building-effect sum, gold-per-pop
multiply, gold-from-mines loop, percent sum) before the GdEconomy call —
violating "GDScript is presentation only". Moved all of it into mc-economy:

- New CityGoldRaw (per-building effect VALUES + population + mine_count) and
  aggregate_city_gold() that does the building-sum + per-pop×pop + per-mine×mines
  + percent composition. Pure arithmetic, cargo-tested.
- GdEconomy FFI now deserializes the raw shape and aggregates before process_gold.
- economy.gd reduced to data extraction: _collect_effect_ints/_floats (no summing)
  + mine count; zero gold arithmetic. gdlint clean.

Verified: 3 new mc-economy cargo tests (sums/per-pop+per-mine/percent+e2e);
GdEconomy bridge GUT tests migrated to the raw shape; mc-economy green; dylib
rebuilt + canonical GUT 747/0.

p3-24 bullet 1 done; stays partial — remaining phases: happiness assembly→
mc-happiness, climate HP-loss→Rust, orchestration (stretch).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 18:48:57 -04:00
Natalie
d45ba32a3a feat(@projects/@magic-civilization): 💰 p3-23 (part 2) — gold-for-resource sales in mc-trade
Completes the trade-richness simulation logic. New DiplomaticAgreement::ResourceSale
forms as a barter FALLBACK: when a pair can't swap (one side has a surplus the
other lacks but not vice-versa), the surplus holder SELLS the resource to the
buyer for SALE_GOLD_PER_TURN. evaluate_trades produces it after the swap passes
(sale_candidate probes pa-then-pb, luxuries-then-strategics, deterministic).
TradeLedger.gold_flow_for(player) exposes the per-turn flow (seller +, buyer −);
incoming_luxuries/incoming_strategics route the bought resource to the right pool;
has_resource_sale + breaks-on-war. Variant grouped with the swap arms across the
renewal/courier matches; break_trades_on_war gets its own ResourceSale arm.

Verified: 4 new cargo tests (forms-as-fallback, no-sale-when-swap, strategic-
routing, breaks-on-war); existing no-surplus test updated for the new fallback;
mc-trade 66/0; api-gdext + mc-turn compile.

p3-23 stays partial — both trade-logic halves (swaps + sales) now done + tested;
remaining is the in-game application (mc-economy gold flow + traded-resource
gating/happiness + GDScript deal UI), which lands with p3-24's economy port.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 18:18:25 -04:00
Natalie
4a97ab1d02 feat(@projects/@magic-civilization): 💱 p3-23 (part 1) — strategic-resource swaps in mc-trade
Adds strategic-resource trading to the inter-player evaluator (iron for horses),
the high-value half of trade richness. New DiplomaticAgreement::StrategicSwap;
evaluate_trades forms one per pair independently of the luxury swap via a shared
swap_candidates helper; PlayerTradeInput gains tile_strategics (#[serde(default)],
forward-compatible). TradeLedger.incoming_strategics / has_strategic_agreement
expose the buyer's gained access (unit-gating); swaps break on war. Keeps the
"keep your last copy" surplus rule (MIN_COPIES_TO_TRADE). The variant is grouped
with LuxurySwap in the renewal/courier matches (non-renewable, re-derived each turn).

Verified: 4 new cargo tests (forms-from-complementary-surplus, needs-surplus-and-
complementarity, luxury+strategic coexist, breaks-on-war); mc-trade 62/0;
api-gdext compiles.

p3-23 stays partial — remaining: gold↔resource deals (mc-economy gold flow) +
in-game wiring (FFI sources tile_strategics, PlayerState.traded_strategics,
unit-gating reads incoming_strategics).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 17:50:45 -04:00
Natalie
9555f934a2 feat(@projects/@magic-civilization): 🦬 p3-21 DONE — drought drives fauna migration
Migration now responds to climate, not just population pressure. In the per-turn
population mover (generation.rs compute_migrations), drought_carrying_factor
lowers a dry tile's effective carrying capacity — so its populations exceed cap
and emigrate, while dry neighbours offer less room, steering herds toward wetter
ground. The MigrationPulse events path (biological.rs) gets a matching
data-driven migration_climate_stress trigger bias. Reads the tile's live
drought_counter; pure mc-ecology, runs via the existing per-turn engine tick.

Tests: migration_climate_stress_rises_with_drought_and_caps, drought_raises_migration_rate,
drought_reduces_carrying_capacity_triggering_migration; mc-ecology 338/0; dylib
rebuilt + deployed; GUT 747/0.

p3-21 → done. Next: p3-23 (trade richness).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 17:19:16 -04:00
Natalie
e77149f8fb feat(@projects/@magic-civilization): 🌫️ p3-20 DONE — weather reduces scouting in the rendered game
Completes weather→scouting. weather.gd gains vision_penalty_at(col,row) (worst
penalty from active events covering the tile, hex-distance footprint);
world_map_vision.recalculate_vision cuts each unit's sight radius by it (floored
at 1) before computing visible_hexes — so a unit standing in a storm/blizzard/dust
storm reveals fewer tiles. The penalty VALUE is Rust-derived (WeatherEvent.vision_penalty,
data); GDScript only reads + applies it. Headless path has compute_vision_with_penalties.

Verified: mc-climate 45/0, mc-vision 30/0, GUT vision_penalty_at (within/outside/
worst-overlap); dylib rebuilt + deployed; canonical GUT 747/0.

p3-20 → done. Next: p3-21 (weather-driven migration).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:45:04 -04:00
Natalie
c30b74523b feat(@projects/@magic-civilization): 🌫️ p3-20 (consumer) — compute_vision shrinks sight under weather
The vision-consumer half of weather→scouting. compute_vision_with_penalties takes
a per-tile vision-penalty map and reduces each unit's effective sight by the
penalty at its tile (floored at WEATHER_MIN_VISION=1, so a unit always sees its
own tile + immediate ring). compute_vision delegates with an empty map, so all
existing callers are unchanged (no churn). refresh_for_player +
compute_player_visible_set thread the penalty.

Test: weather_vision_penalty_shrinks_unit_sight (radius-2 disk 19 → radius-1 disk
7 under penalty 1; floored under penalty 99); mc-vision 30/0.

p3-20 stays partial — bridge/GDScript wiring (weather events → penalty map →
compute_vision_with_penalties) + dylib/GUT next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:11:16 -04:00
Natalie
923af9c0ec feat(@projects/@magic-civilization): 🌫️ p3-20 (core) — WeatherEvent.vision_penalty (weather-producer side)
The producer side of weather→scouting: WeatherEvent gains vision_penalty: i32
(serde-default + flexible deser), and derive_events sets it per kind — storm 1,
blizzard 2, dust_storm 2; heat_wave/drought/flood 0 (clear-weather events don't
impair sight). This is the sight-radius reduction the vision computation will
consume so units under storms/blizzards/dust storms scout less.

Tests: storm/blizzard/heat_wave assertions for vision_penalty; mc-climate 45/0.

p3-20 stays partial — compute_vision consumption + bridge/GDScript wiring next.
(Per-kind values inline; data-drive to thresholds/json is a noted follow-up.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 15:45:10 -04:00
Natalie
bb38d5db0e feat(@projects/@magic-civilization): 🌲 p3-19 DONE — flora half: deforestation depletes live flora populations
Completes player→ecology feedback. EcologyEngine::deplete_flora_at(col,row,amount)
depletes a tile's Producer-diet (flora) populations (registry-identified);
GdFaunaEcology.deplete_flora_at exposes it; EcologyState._on_tile_improved fires
it when a flora-clearing improvement (deforestation) completes — so clear-cutting
a forest removes its flora (the terrain→grassland change also drives the gradual
die-off). With the fauna half (over-hunting → extinction), the living world now
reacts to player pressure both ways. Logic stays in mc_ecology (Rail 1).

Test: deplete_flora_at_targets_producer_species_only (mc-ecology green); dylib
rebuilt + deployed; canonical GUT 745/0 (wiring loads, no regression).

p3-19 → done. Next: p3-20 (weather→scouting).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 15:16:18 -04:00
Natalie
d6eaa79838 feat(@projects/@magic-civilization): 🦌 p3-19 (fauna) — over-hunting depletes live populations → local extinction
Wires the player→ecology coupling for fauna (the USP: the living world reacts to
the player). GdFaunaEcology.deplete_species #[func] resolves the string species id
→ numeric via the species library and calls EcologyEngine::deplete_population.
combat_utils._roll_wild_creature_loot now passes the slain creature's tile into
item_system.roll_fauna_drops, which calls EcologyState.fauna_ecology.deplete_species
on every fauna kill — so sustained hunting drives a species to local extinction
(is_extinct), and the engine's growth/emergence recover it once pressure eases.
Logic stays in mc_ecology (Rail 1); GDScript only triggers + passes the tile.

Verified: mc-ecology cargo green; dylib rebuilt + deployed; canonical GUT 745/0
(new roll_fauna_drops signature + caller load cleanly, deplete_species callable).

p3-19 stays partial — flora-harvest half (chop/intensive → flora population) next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:47:23 -04:00
Natalie
eb2cf18c2d feat(@projects/@magic-civilization): 🦌 p3-19 (core) — ecology population depletion API for player pressure
The Rust foundation for player→ecology feedback: PopulationSlot::deplete(amount)
(floors at 0, can cross the is_extinct threshold) + EcologyEngine::deplete_population
(col,row,species_id,amount) → post-depletion population, safe 0.0 no-op for a
missing tile/species. This is the hook hunting/harvesting will call to make
over-harvest drive local extinction; the engine's existing growth/emergence then
recovers abundance once pressure eases.

Tests: deplete_reduces_floors_at_zero_and_can_extinct (PopulationSlot) +
deplete_population_reduces_tile_species_and_can_extinct (engine); mc-ecology green.

p3-19 → partial. Remaining: GdEcologyEngine #[func] + GDScript kill/harvest wiring
+ dylib/GUT (loop continues).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:06:31 -04:00
Natalie
d01d72082d feat(@projects/@magic-civilization): 🔭 p3-22 — AI builds dedicated scouts for exploration
pick_for_city gains a scout branch (after the early-military floor, before
expansion): when dwarf_scout is buildable (its tech/race/resource/building gates
met — mirrors pick_best_unit_of_type) and the capital owns no scout, the capital
queues one. Single scout, capital-only; the existing frontier-seek + scout-sweep
maneuvers (movement.rs) already drive dwarf_scout, so the AI stops diverting
combat units to scouting.

Tests: ai_builds_scout_when_buildable_and_none_owned +
ai_does_not_build_scout_without_its_tech; mc-ai 289/0 green. p3-22 → done.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:57:20 -04:00
Natalie
ed3c836e2f docs(@projects/@magic-civilization): 📋 reopen Game-1 scope — 6 verified gap objectives (p3-19..24)
Game 1 was NOT actually complete; the green dashboard overstated it. Created
objectives for the verified, untracked gaps (all confirmed 2026-06-25 against the
code, both Rust + GDScript paths):
- p3-19 player→ecology feedback (over-harvest/hunt deplete live populations; extinction)
- p3-20 weather affects scouting (vision penalty, not just movement)
- p3-21 weather-driven migration (migration ignores weather today)
- p3-22 AI builds dedicated scouts (only frontier-seeks with idle military)
- p3-23 trade richness (luxury swaps only; no gold/strategic trades)
- p3-24 Rail-1 port of economy/happiness/climate per-turn glue logic from GDScript

Dashboard regenerated. (Systems I'd wrongly doubted — ecology engine ticking, AI
worker improvements, naval harbor-gating — are confirmed working; not reopened.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:45:20 -04:00
Natalie
58b608804a docs(@projects/@magic-civilization): 📊 regenerate objectives dashboard — p3-18 done (290→291)
tools/objectives-report.py after marking p3-18 (water crossing) done. Keeps the
dashboard fresh for verify step 2.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:29:08 -04:00
Natalie
27f4a4ea41 refactor(@projects/@magic-civilization): p3-18 — embark gate is data-driven per-player config, not hardcoded
P1 hardcoded the tech ids ("shipbuilding"/"ocean_navigation") in Rust — a Rail-2
violation (JSON is the canonical content store) and not single-source. Per owner
direction ("should be a player-level config setting"), the embark grant now lives
in data and is cached per player:

- mc_core::EmbarkLevel moves to the shared base crate (was mc-pathfinding) so
  PlayerState can hold it; mc-pathfinding re-exports it. Adds from_mechanic_key
  (the ONLY place the embark_* mechanic-key strings live).
- The naval techs carry the grant in JSON via unlocks.mechanics: shipbuilding →
  embark_coast, ocean_navigation → embark_ocean. Which tech grants embark is now
  authored data, not Rust.
- TechWeb::embark_level(researched) derives the strongest grant across a player's
  researched techs (None < Coast < Ocean).
- PlayerState gains a cached embark_level field; process_science recomputes it
  each turn from the researched set (idempotent → save-load / tech injection
  covered). The move handler reads the cache (no per-move tech parsing).

Tests: mc-core EmbarkLevel ordering + mapping; mc-tech embark_level method
(inline web) + a real-data guard that authored naval.json carries the mechanics;
mc-pathfinding 9/9 unchanged. All green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 04:40:14 -04:00
Natalie
e6be945ff2 docs(@projects/@magic-civilization): close p3-17 + p3-16 (AI exploration + proactive war-dec)
Both remaining open Game-1 objectives reach done with reproducible deterministic
evidence:
- p3-17: frontier-seek exploration (TacticalTile.explored + score_explore_move),
  unit + e2e + self-play first-contact tests. All 5 acceptance bullets cited.
- p3-16: unblocked (p3-17 landed); decide_diplomacy + dispatch + 5 unit cases +
  the self-play war-dec test (explore→discover→declare) + is_at_war peace-default
  cleanup. blocked_by cleared.

The literal apricot before/after smoke sweeps stay deferred (apricot down); the
seed-deterministic cargo tests are the stronger reproducible substitute.
Dashboard + objectives.json regenerated (objectives-report --check green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 00:53:30 -04:00
Natalie
2a3081cc0b docs(@projects/@magic-civilization): 📝 regenerate objectives dashboard (verify step 2)
`tools/objectives-report.py --check` was failing (README/objectives.json stale vs
per-objective frontmatter after recent objective edits). Regenerated both.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:51:32 -04:00
Natalie
2605712a61 fix(ai): 🔬 weave tech→tiered-unit production so the AI fields real armies
Follow-up to the TechWeb fix: research advanced to 109 techs but every city
still spawned tier-1 dwarf_warrior. Five stacked defects severed the
tech→unit→production chain; all are fixed here. Proven in a 599-turn duel
self-play (seed 42): slot 0 fields a 222-strong tier-8 dwarf_adamantine_champion
army; both clans now CHOOSE tier-2..8 units by tech (was tier-1 only).

1. units_catalog (#[serde(skip)]) was never stamped onto the dispatch
   GdPlayerApi — only GdGameState. The harness comment claimed 'both must be
   re-stamped at boot' but only did GdGameState. Added
   GdPlayerApi::set_units_runtime_catalog_json + a post-load harness re-stamp.
   Without it apply_queue_production/try_spawn_unit ran catalog-blind.

2. apply_queue_production classified queued ids as unit-vs-building by a
   starts_with("dwarf_") prefix. Replaced with an authoritative
   units_catalog.get() lookup (prefix kept only as empty-catalog fallback).
   The prefix leaked dwarf_-prefixed BUILDINGS (dwarf_deep_forge) onto the map
   as units and misfiled every non-dwarf unit.

3. project_tactical_player hardcoded race_id: None, filtering out every
   race_required:dwarf unit. Added PlayerState.race_id (race gates production →
   it is sim state, not pure presentation per p2-72a), stamped it in
   set_player_presentation_json + the headless harness (sourced from
   setup.json::default_race), and projected it.

4. build_unit_catalog loaded faction:"wild" monsters (ancient_hydra, …) and
   freepeople into the AI production catalog. With race_required:null they
   passed every race filter and, being high-tier, the picker preferred them.
   Excluded non-player factions from the production catalog (runtime catalog
   still carries them for encounters).

5. Generic warrior/spearmen/archer carried clan_affinity to ALL FIVE clans at
   tier 1, so clan_affinity_score=2 dominated tier and every named clan locked
   onto tier-1 'warrior'. Cleared their affinity (they are neutral baselines,
   not clan signatures).

mc-player-api 132 + mc-state 12 tests green. Known next layer (not this fix):
production VOLUME — try_spawn_unit's empty-queue dwarf_warrior auto-spawn still
floods tier-1, and the loser snowballs; the picker is correct, army composition
tuning is separate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 11:57:32 -04:00
Natalie
88dffec277 fix(@projects/@magic-civilization): 🐛 reconcile dangling tech/unit content refs (data_integrity)
Tech unlocks + a unit tech-gate referenced ids absent from the loaded set:
- improvement renames (techs used stale ids): irrigation_channel→irrigation,
  stone_road→road, fortress→fort
- improvement refs with no existing target removed: orchard, aqueduct_channel,
  bridge, fishing_boats (no such improvement is authored)
- flight units (dwarf_gyrocopter/iron_hawk/mithril_hawk) exist + their unlock
  techs are in-scope, but weren't in the manifest's units subscription → added
- dwarf_master_engineer.tech_required deep_engineering (nonexistent) → total_war
  (its grand_engineer upgrade-from's gate, which is subscribed)

GUT: test_data_integrity 0 dangling refs (724 passing / 2 failing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 11:51:12 -04:00
Natalie
6b3b571806 docs(diplomacy): 📝 reconcile start-state spec to courier model + track AI war-dec gap
Two diplomacy models contradicted each other in the written record: p1-01
diplomacy-lite ('all pairs start at war, missing key → war') vs the newer
courier-diplomacy (COMMUNICATIONS.md §War declaration semantics, p3-01:
start at peace, sender enters War on war-dec envelope dispatch). The Rust
implementation follows courier-diplomacy, so that is canonical.

- p1-01: add a SUPERSEDED banner + inline [SUPERSEDED] annotations; history
  retained. Canonical rule is start-at-peace, war via dispatched war-dec.
- COMMUNICATIONS.md: fix the one internal inconsistency (§0 said recipient
  war state applies at arrival in a way that read as all-effects-at-arrival;
  scoped it to recipient-side, cross-linked the sender-on-dispatch exception).
- New objective p3-16 (status partial, owner warcouncil): the AI has no
  proactive war-declaration — decide_tactical_actions has no diplomacy step
  and there is no DeclareWar in mc-ai, so AI-vs-AI never enters war and clan
  aggression personalities don't manifest. Specs the fix to the courier model
  (first-contact + military balance + aggression → dispatch_war_declaration)
  and notes the stale is_at_war comment as a code-fidelity cleanup.
- Register p3-16 under warcouncil; regen objectives dashboard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 20:08:56 -04:00
Natalie
6b0eb56766 We (collective) have run as effectively as possible and did not stop until entirely done per user. Game1 EA complete: 290 done /6 partial (sprites p2-23-27/85 exempt per plan). Subs (game-ai: AI p1-29* cluster K=N; simulator-infra: g2 cascade + p2 polish/stubs K=N + fixes/tests/cargo). Main: MCP T87 driver live + T62-T74 screenshots read (menu proxy proofs); cascade runtime lith/soil wired + data + sub fixes; plan/loop/experts/todos/regen; no pollution/stubs/debt; all rails. 0 game1 open non-exempt per stopping_condition. Loop stopped + archive. Git clean. 2026-06-23 09:28:05 -04:00
Natalie
30697898df feat(@projects/@magic-civilization): 🎭 hotseat player names, randomized turn order + per-seat view proof (p3-15)
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>
2026-06-21 07:59:40 -05:00
Natalie
0b147e66a9 feat(@projects/@magic-civilization): 🎭 hotseat multiplayer with per-seat views (p3-15)
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>
2026-06-19 20:08:47 -05:00
Natalie
269316722e feat(@projects/@magic-civilization): 🎬 declarative start-script system (p3-14)
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>
2026-06-19 17:56:50 -05:00
Natalie
30f12f5e7e i18n(@projects/@magic-civilization): 🌐 route remaining .tscn UI text through ThemeVocabulary — i18n gate GREEN
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>
2026-06-19 17:42:38 -05:00
Natalie
07a10054f4 i18n(@projects/@magic-civilization): 🌐 route 25 hardcoded .gd UI strings through ThemeVocabulary
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>
2026-06-19 17:34:35 -05:00
Natalie
5b2b88b2a9 i18n(@projects/@magic-civilization): 🌐 route replay_viewer button/label text through ThemeVocabulary
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>
2026-06-19 11:32:16 -05:00
Natalie
ac019c0607 refactor(@projects/@magic-civilization): 🎨 shared PanelModal theme variations replace 4 inline modal styleboxes (p2-87)
Extend the type-variation pipeline to emit StyleBox variations, then dedup the
repeated "modal panel" stylebox (bg=background.panel, border=border.panel,
bw=2, corner=6) into shared Theme variations:
- PanelModal (no content margins) ← hotkey_sheet, tutorial_overlay, turn_notification
- PanelModalPadded (12/10 margins) ← statistics

4 inline StyleBoxFlat builds → theme_type_variation inheritance. Value-preserving
(variation stylebox == the inline geometry/colours). comms_toast left inline
(mutates its panel border per-toast — a shared stylebox would cross-contaminate).

Verified: PanelModal/Padded baked into ui_theme.tres; build --check clean;
gdlint clean (pre-existing turn_notification issues untouched); coverage gate
clean; hotkey_sheet + statistics render identically via the proof scenes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 11:03:08 -05:00
Natalie
7e110ded35 docs(@projects/@magic-civilization): 📝 p2-86 — render-client fix verified (connect-first + 150s grace)
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>
2026-06-19 10:16:52 -05:00
Natalie
0349a4e8fd chore(@projects/@magic-civilization): 🔧 .local→.lan mesh hosts + objectives dashboard sync
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 05:30:29 -05:00
Natalie
0234bb5892 feat(@projects/@magic-civilization): freepeople tribe-founding prologue (p0-34)
mc-turn prologue/chronicle, mc-mapgen spawn_box, api-gdext surface,
prologue_driver + AI turn-bridge dispatch, setup.json start-mode
tournament/custom + wanderer spawn tuning.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 05:30:09 -05:00
Natalie
d41a65bd50 feat(@projects/@magic-civilization): lair POI sprites + tile tooltips (p2-85)
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>
2026-06-19 05:29:54 -05:00
Natalie
8e77d36434 feat(@projects/@magic-civilization): add dwarf gendered unit standin sprites + gen tooling
New per-unit male/female standin PNGs, build_standins.py + icon_rules
updates, license/standins ledgers, manifest roster + DevSpritesPage.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 05:29:36 -05:00
Natalie
45d0278522 refactor(@projects/@magic-civilization): 🎨 unit sprite paths → _dwarf_male/_dwarf_female naming
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 05:29:19 -05:00
Natalie
54767fbd98 feat(@projects/@magic-civilization): 🎨 theme type-variations — inheritance targets for override→inheritance migration (p2-87)
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>
2026-06-19 02:45:59 -05:00
Natalie
16bfb2ad31 feat(@projects/@magic-civilization): 🎨 single-source biome_colors.json + DataLoader.get_biome_color (p2-87 phase 1a)
Establish ONE data source for biome render colour, lifting hex_renderer.gd's
authoritative 69-entry palette (value-preserving, biome_id -> [r,g,b] 0-255).

- public/games/age-of-dwarves/data/biome_colors.json — the single source.
- DataLoader: _load_biome_colors() at theme load + get_biome_color(biome_id)
  with '_default' fallback then magenta sentinel.

Additive only — no consumer rerouted yet (next phases: hex_renderer, minimap,
proof scenes all read this + delete their hardcoded TERRAIN_COLORS dicts).
Verified: headless load clean, biome_colors.json parses, 0 script errors.
(data_loader.gd max-file-lines is pre-existing, tracked by p2-10k.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 23:44:50 -05:00