Replace flat-black unexplored fog with an antique-cartography treatment
(Civ-VI style), themed as dwarven 'unmapped vellum/slate' — reveals no
real terrain, only a stylized stone surface.
- fog_renderer.gd: unexplored tiles painted with a procedurally generated
opaque vellum texture (FastNoiseLite domain-warped FBM → warm dark
slate→parchment gradient), generated synchronously at init so there is
no reveal-before-ready leak. No binary art asset required. Visible/seen
paths unchanged; frontier stays a clean opaque edge.
- design-tokens.json -> ui_theme.tres: fog.unexplored 000000ff -> 1a160fff
(warm 'unmapped vellum' tone) so the minimap unexplored cover matches.
Render-verified on apricot (iter_7q proof, fog enabled): undiscovered
renders as warm stone/vellum on map + minimap, no terrain bleed, clean
frontier, lit tiles unaffected. gdlint clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Undiscovered (never-seen) terrain was leaking through fog on both the
main map and minimap; only the lit(visible) vs unlit(seen) distinction
worked. Root cause: unexplored overlay was sub-opaque + undersized.
- fog_renderer.gd: UNEXPLORED_COLOR alpha 0.85 -> 1.0 (opaque); edge-fade
softening now gated to the FOGGED state only — unexplored tiles stay
fully opaque even at vertices bordering a visible tile (was revealing
undiscovered terrain along the exploration frontier).
- design-tokens.json -> regenerated ui_theme.tres: fog.unexplored
alpha 0.90 -> 1.0 (fixed at token source, not hand-edited).
- minimap.gd: unexplored now drawn as a full tile-pitch opaque cover
instead of a 3x3px dot (the dot left ~5px gaps at minimap scale,
leaking terrain). fog.explored (seen dimming) left unchanged.
Verified on apricot via iter_7q_worldmap_visual_proof with fog ENABLED:
undiscovered renders solid black on map + minimap, clean hard frontier,
lit tiles unaffected. (GUT cannot prove this — render-verified.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Full integration of worktree-bridge-cse_01Nnt (54 commits) into main.
Conflicts (17) resolved: adopt branch's p2-65 GameState->mc-state crate move
across mc-ai/mc-core/mc-player-api/mc-turn; keep main's design-token theme
system (build-ui-theme.py, tile_info_panel.gd) and main's newer p0-26b evidence.
Workspace: 2624 tests pass; 5 pre-existing/environmental failures inherited from
main (constructor_smoke capping test, five_players_overflow, 3x gpu_rollout_parity)
— zero regressions introduced by the merge. api-gdext (GDExtension) compiles.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Route inline Color() in the world-map HUD banners and minimap onto ThemeAssets
design tokens. Visual-only (Rail 3), no logic change:
- world_map_hud: patrol banner box -> background.panel/accent.science + label
accent.science; rally picker box -> background.panel/accent.sage + title
accent.science; notification toast box -> background.panel/accent.gold +
label text.primary
- minimap: const FOG_COLOR/UNEXPLORED_COLOR/PING_RING_COLOR -> _ready()-populated
vars from fog.explored/fog.unexplored/accent.ping; border stylebox border ->
border.panel; backdrop fill -> background.deepest
Minimap TERRAIN_COLORS biome palette stays hardcoded with an explicit comment:
it is game-content color (no UI token applies) and a deliberately distinct muted
minimap rendering, not a terrain.json mirror (the arrays diverge). Re-sourcing it
is a Rail-2 data follow-up, out of scope for this visual-only token pass.
DataLoader RGB conversion, env-var viewport color, transparent structural fills,
and the neutral gray default left as-is.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to 268b85c92. The first tokenization mapped the per-state button
styleboxes such that the warm-token luma ordering inverted the interaction: the
button darkened on hover instead of brightening. Reorder by luma so hover is the
lightest warm token (button.bgPressed #472f0f), pressed the darkest
(button.bgHover #331a0d), and normal in between (background.listSelected
#3f2d0d) — restoring the original gold-emphasis brighten-on-hover feel. Token
names read awkwardly because the button.* set targets the indigo-idle inherited
button, not a gold emphasis button; the comment documents the luma intent.
Visual-only; compiles with autoloads (GATE_OK).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ran the 10-seed T300 autoplay smoke batch on apricot against the committed
build (origin/main @ f5c4ee9c3, the live pick_research_via_bridge dispatch).
Recorded the per-seed tier_peak table as cited evidence: all 5 clans present,
all games resolved to victory with both sides active (seed5's 37-turn win is a
legitimate tinkersmith domination rush), tier_peak spans T1-T6 with no
collapse — a healthy, clan-diverse post-port distribution.
Bullet 5 remains [ ] / status partial: the acceptance is comparative
("unchanged-or-better vs the pre-port baseline") and no recorded pre-port
baseline exists. The nearest pre-port SHA is confounded by ~3 weeks of
unrelated changes; the only confound-free before/after (port commits reverted)
isn't reachable by the apricot launcher (forge-fetch only, revert branch is
ACS-unpushed). Decision-correctness is already pinned by the bullet-4 parity
test (8/8). tier_peak extracted directly from player_stats[].tier_peak because
autoplay-report.py aborted on a pre-existing autoplay-validate.py bug
(unhashable type: list) — left unfixed (out of fence).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Log the 17 tokenized HUD/notification scripts, the three landing commits, the
const-Color-trap conversions, GUT baseline parity (16 pre-existing failures,
zero new), proof paths, and the held-for-world_map remainder (world_map_hud,
weather_visualizer, minimap, encyclopedia). Status stays stub — clusters for
world_map / encyclopedia / minimap remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
p2-57b gap analysis flagged dangling produces[] refs: adamantine_press /
gravity_press → dwarf_master_engineer, royal_infirmary / field_hospital_corps
→ master_surgeon, grand_chronicle → saga_writer named units that had no JSON.
Authored all three in public/resources/units/ matching the unit schema and the
shape of their nearest siblings (dwarf_grand_engineer, field_surgeon,
loremaster): Great-Person-tier support specialists with logistics blocks, real
tech gates (deep_engineering / surgical_practice / rune_archives), upgrade
chains, and GP actions consistent with their class. validate-game-data.py
PASSes all three (the 90 unrelated failures pre-exist on main).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
p2-65 (stays partial K=8/9): rewrite Phase-7 resume note. The 'no-persistent-
GdGameState / discards combat_balance' premise is STALE — game_state.gd:269
loads combat_balance.json into the persistent _gd_state singleton via
GdGameState::set_combat_balance_json (api-gdext/src/lib.rs:3541), and the driver
objective p2-55f is already done with its bullet 2 marked [x]. Bullet 9 must NOT
be closed on that path (it bypasses mc-state entirely — would be an
objective-integrity reframe). Remaining work is architectural consolidation
(mc_state::SimConfig owning global config), now an owner decision, not a
mechanical close-out.
p2-72a (stays partial): array-removal increment re-checked and NOT executed.
All three gate-feasibility blockers reproduce — cold Godot import cache, no
mc-godot Docker image (freeze-safe path unbuilt), operator-gated visual proof
unavailable this session. game_state.gd UNTOUCHED (npc_buildings count = 33).
Clean stop re-confirmed; predecessor's execution recipe unchanged.
Regen objectives index. No status frontmatter changed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Read-only analysis of the npc_buildings serialize chain (no code touched;
game_state.gd unchanged). Finding: the resume map's "array removal forces a
SaveManager rewrite, cannot land independent of save-format-migration" claim is
over-stated. `_serialize_npc_buildings` → `serialize_npc_buildings` calls
`b.to_dict()` on each `Building` view, and that view's `to_dict()` already
proxies to `_gd_state.npc_building_dict(_idx)` — serialized bytes are already
sourced from the Rust mirror. Re-pointing serialize at the mirror directly is
byte-identical; the save FORMAT does not change. This objective owns the whole
increment.
STOPPED this session deliberately (gate-feasibility, not coupling): the increment
edits the highest-regression live-world-map file and must land as one green commit
gated by GUT-headless + cargo + build:gdext + operator-gated world-map visual
proof. Godot import cache is cold (host-freeze risk per godot-docker.sh), no
mc-godot Docker image / warm volume exists, and the visual proof needs operator
sign-off — not completable safely without a runway session. Precise execution
recipe (serialize re-point + 6 reader retargets + array/spatial-index/view-fn
deletion + gate steps) recorded for the next session. Status stays partial.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After C2 retargeted all state-shape reads onto mc-state, three crates carry
no remaining `mc_turn::` usage of any kind:
- mc-save: 0 mc_turn refs → drop `mc-turn` dep (keeps mc-state).
- mc-vision: 0 mc_turn refs → drop `mc-turn` dep (keeps mc-state).
- mc-mcts-service: only a doc-comment referenced mc_turn; code uses mc-ai
alone → drop the dead `mc-turn` dep (verified `cargo build -p
mc-mcts-service` green without it).
api-gdext / mc-player-api / mc-sim KEEP mc-turn — they genuinely invoke
turn-step logic (TurnProcessor, action_handlers, courier_resolver, chronicle,
VictoryConfig, combat_balance loader). mc-turn KEEPS its mc-ai dep — it calls
mc_ai ransom-decision / abstract-projection / ScoringWeights helpers during
turn resolution (8 sites); that is logic dispatch, not a state-data cycle.
Gates (apricot): cargo test --workspace --no-run exit 0; serde_roundtrip 6/6;
full_turn_golden 3/3; mc-save 5+5+1; mc-vision 29/29 (1 ignored).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Close the gap where the design system (.project/designs/design-tokens.json)
drove the React guide but not the Godot game.
- tools/build-ui-theme.py: compiles the W3C/style-dictionary token SoT into a
complete Godot Theme (7 StyleBoxFlat sub-resources, Button/Label/Panel/
PanelContainer/ItemList/RichTextLabel colors + font sizes + corner radii/
border widths per UI_DESIGN_SYSTEM.md §3/§4/§6). ui_theme.tres is now a
GENERATED artifact; tokens are the single source of truth. Deterministic
output (sorted keys, fixed float fmt, preserved uid://ui_theme_fantasy) with
a --check drift gate. Idempotent; --import does not rewrite it.
- project.godot [gui] theme/custom: applies ui_theme.tres at viewport level so
every non-overriding default Control renders the copper fantasy styling.
- ThemeAssets.color(name) -> Color: resolves dotted token names (accent.gold,
semantic.positive, text.primary, …) against the metadata/tokens JSON blob
baked into the .tres by the generator. Fully data-driven from the SoT, no
hardcoded color map. (Godot rejects dots in Theme color item names, so the
token table ships as resource metadata.) Unknown names return an explicit
fallback. This is the API p2-74 will de-hardcode 45 scripts onto.
- ui_theme_proof.{tscn,gd}: bare-widget + color()-swatch proof scene.
test_theme_assets_color.gd: GUT accessor coverage (5/5 headless).
Proof captured on apricot under weston, reviewed in conversation:
.project/screenshots/p2-73-ui-theme-proof.png. Workspace green — full unit
(16==16) and integration (18==18) suites show identical HEAD-baseline-vs-patch
failure counts, zero regressions; patch adds +5 passing tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Sweep all 44 real code references + 14 doc-comment references from
mc_turn::game_state::/mc_turn::GameState to mc_state::game_state:: across
the external consumer surface (mc-player-api src+tests, mc-sim, api-gdext,
mc-save tests, mc-vision, mc-turn integration tests). Add `mc-state` path
dep to the 5 consumer crates (api-gdext, mc-player-api, mc-sim, mc-save,
mc-vision). The mc-turn/lib.rs:63 re-export + game_state.rs shim stay in
place for this green boundary; the pub(crate) alias + shim deletion land
in C2.
mc-core doc-comment refs (derived_stats/lair/tactical_types) retargeted
too — they are real gate violations for the bullet-6 grep, not legit use;
no code dep on mc_turn (all prose), so no dev-dep needed.
Gate (apricot, shared target): cargo test --workspace --no-run exit 0;
serde_roundtrip 6/6; full_turn_golden 3/3; mc-turn lib 234/234 (1 ignored,
pre-existing five_players_overflow); mc-ai 268/268; mc-player-api 126/126;
mc-state 12/12.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
mc-state crate created + GameState moved into it (green @ 0ed21945c). Records the
3 green-between commits (0bace0e6c / 45e9adea9 / 0ed21945c), the save-format +
parity evidence, the honest ~5/9 acceptance recount (bullet 6 still 20+ shim
leaks → status stays partial, NOT done), and the precise Phase-4 path: sweep
all mc_turn::game_state/GameState sites (external + mc-turn internals + the
lib.rs:62 re-export) to mc_state::, delete both shims, with the dev-dep rule for
mc-core/derived_stats (the one upstream-of-mc-state consumer). FINISH_GAME1_PLAN
Wave-D row 1 updated to match.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Quantified gap: design-tokens.json drives the web guide but not Godot; ui_theme.tres never applied as root theme; 45 scene scripts hardcode 973 Color() + 307 theme overrides. Two objectives filed; foundation (p2-73) dispatched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
p2-65 foundation milestone. `game_state.rs` (1356 lines: GameState +
PlayerState + MapUnit + TechState + PendingCaptureEvents + 8 action-request
structs + RallyCommand/BuildingRallyPoint/CityEcology + custom serde helpers)
relocated from mc-turn to mc-state. Decouples the canonical full-simulation
state shape from the turn-step mutation logic (Rail 1 cleanup).
- `git mv mc-turn/src/game_state.rs → mc-state/src/game_state.rs`; mc-turn's
`game_state.rs` is now `pub use mc_state::game_state::*;` so all ~30 consumer
sites (mc-ai, mc-player-api, mc-mod-host, api-gdext, mc-sim, mc-replay) +
mc-turn's lib.rs `pub use game_state::{GameState,…}` re-export resolve
unchanged for one cycle (Phase 4 sweeps them).
- Re-paths inside the moved file: `crate::combat_balance::CombatBalance` →
`mc_core::CombatBalance` (the only non-sibling code ref); the 5
sibling-module field types (ransom/capture/patrol/combat_event) resolve as
`crate::` since they're now co-located in mc-state. Broken `[crate::…]`
intra-doc links demoted to plain `mc_turn::…` backtick prose.
- `PendingCaptureEvents::drain_into` peeled off into the mc-turn-local
`DrainCaptureEvents` extension trait (`capture_drain.rs`): it embeds
`mc_replay::TurnEvent` + `mc_turn::combat_event::TurnResult`, neither movable
to the data crate without a cycle. Local-trait-for-foreign-type, orphan-rule
legal. 4 call sites (processor.rs + 3 tests) add the trait `use`.
SAVE-FORMAT GATE (the byte-identical proof): mc-turn serde_roundtrip 6/6 +
full_turn_golden 3/3 green — assembled GameState round-trips identically
post-move (serde shapes invariant; module paths were never on disk).
Parity (apricot): workspace --no-run exit 0; mc-state 12/12 (8 + the 4
game_state unit tests that moved with the file); mc-turn lib 234/234
(1 ignored, pre-existing — was 238 before the 4 moved out); mc-ai 268/268;
mc-player-api 126/126.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>