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>
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>
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>
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>
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>
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>
`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>
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>
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>
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+ 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>
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>
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>
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>
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>
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>
magic_civ_screenshot / open_screen tools + render_client TCP transport +
render-driver-server.sh, verified end-to-end through the compiled RenderClient
(ping {ok}, screenshot -> 3420x1923 PNG of the live world map). Only the
tool-surfacing-in-a-Claude-session step remains (needs a restart; dist/ builds
locally).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mark Phase 1 acceptance complete: MC_AUTO_START rendered boot, mcp_render_driver
TCP autoload (screenshot/open_screen/ping), plum-verified. Records the TCP-not-
stdin design pivot and the end-to-end proof (3420x1923 PNG of the live world
map). Phase 2 (TS MCP tools + npm install + .mcp.json + restart) remains.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cluster-1 aliased the tech fills to DIFFERENT-valued tokens (semantic.positive,
accent.gold, accent.science), which silently shifted the tech-tree colours.
That conflated two separate decisions: "tier the tokens" (intended) and "unify
to the canonical palette" (not authorised). Aliasing must be value-preserving.
- Add primitives palette.{green,greenBright,gold,goldBright,blue} holding the
EXACT original tech-state hexes (kept distinct from the brighter semantic.*/
accent.* values on purpose).
- Re-point tech.{researchedBg,researchedBorder,availableBg,availableBorder,
currentBg} aliases at those primitives. locked*/selected already matched.
Result: tech.* is fully layered (component → primitive, zero component-level
hex) AND pixel-identical to the pre-cluster-1 appearance. Verified on plum:
baked meta blob resolves every tech.* to its original hex; render matches the
original muted colours. Whether researched-green SHOULD equal semantic.positive
is now an explicit future choice, not a silent one.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- p2-85: lair (+resource) sprites via the standin pipeline + hover tooltips. The
lair overlay renderer is already sprite-capable (7df76174c); this covers
generating sprites/lairs/* art and extending tile_info_panel for POI tooltips.
- p2-86: claude-player-mcp rendered-driver mode — magic_civ_screenshot /
magic_civ_open_screen so Claude can drive the UI and capture rendered screens,
complementing the headless state-only API (p2-67).
- Regenerate objectives dashboard (README.md + objectives.json), 326 objectives.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make the design-token system genuinely layered instead of flat single-tier.
- build-ui-theme.py: add W3C-style alias resolution. A token $value may now be
a reference `{color.x.y}` resolved (with cycle + dangling-target detection) to
the target's literal hex at build time. Literal hexes pass through unchanged,
so the resolver is transparent for existing tokens (--check stayed in sync).
- design-tokens.json: introduce a primitive `palette.*` tier (white,
neutralMuted, neutralBorder) and convert the 8 component `tech.*` tokens from
bespoke hex into ALIASES: researched→semantic.positive, available→accent.gold,
available border→accent.goldBright, current→accent.science, locked→palette
neutrals, selected→palette.white. tech.* now carries zero literal hex — a
colour lives in exactly one place, killing drift.
Rationale: the prior `tech.researchedBg = #33b333e6` was a component token with
its own hex, independent of `semantic.positive` — the duplication the token
system exists to prevent. Now component → semantic → primitive.
Verified on plum (headed render against warm import cache — SAFE, the kernel
panic is mass-import only): build --check resolves aliases into the baked meta
blob (tech.researchedBg→66e666 etc.); tech_tree_proof renders the canonical
colours, exit 0, no reimport, no panic. Screenshot reviewed in conversation.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Route the knowledge-tree (tech/culture) screen off 26 inline Color()
literals onto the design-token system.
- Add color.tech.* (8 node-state bg/border) + color.unlockAccent.* (7
badge accents + dim) to design-tokens.json using exact-hex equivalents
of the prior literals — zero visual change for cards/badges by
construction.
- Regenerate ui_theme.tres via tools/build-ui-theme.py (--check clean).
- Remap detail-panel/text literals to existing background.panel /
border.panel / border.divider / text.* / accent.* tokens.
- const→var refactor seeded in _resolve_theme_colors() (ThemeAssets.color
isn't const-eval safe), called before _build_layout().
- Compact the indicator-badge spec block to a data-driven loop (identical
tooltip output, fixes max-line-length).
Verified on plum: JSON valid, theme --check clean, all 26 token refs
resolve, no stale const refs (incl. subclasses), gdlint clean except the
pre-existing max-file-lines (file predates this pass; engine/scenes/ is
not gdlint-gated). Apricot visual proof pending (no godot import on plum).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
Advances p3-10a. Moving a stack onto a wild-lair tile now opens a small
CanvasLayer mode picker (modeled on promotion_picker.tscn) before combat:
Assault (enabled), Raid (disabled — p3-10c), Siege (disabled — p3-10b). The
picker emits mode_chosen(mode) / cancelled(); world_map_combat.initiate_lair_combat
opens it and routes the Assault branch through _begin_lair_assault → the existing
p0-17 show_lair_preview → _handle_lair_clear path (per p3-10a, "the existing path
IS the assault"), so the working lair-clear flow is not regressed.
Scope note: Assault routes through the live p0-17 flow, NOT GdLair.assault()
(api-gdext/src/lair.rs) — that bridge is the 7-arg JSON marshaller and would
require building attacker/defender JSON + loading tier_NN.json + applying
loot/survivor/clear outcomes in GDScript, duplicating the working path. The
p3-10a bullet therefore stays ◐ (bridge not exercised end-to-end; no picker
proof screenshot yet).
GUT: tests/unit/test_lair_mode_picker.gd 5/5 green on apricot headless
(only-Assault-enabled, Assault emits mode_chosen("assault"), Cancel emits
cancelled() and no mode, disabled Raid/Siege never emit via the in-handler
guard, target label resolves the lair name). All-Dwarf vocab keys
(lair_picker_*, lair_mode_*) authored in vocabulary.json.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The stats modal (statistics.gd) and end-game summary (end_game_summary.gd)
rendered raw ThemeVocabulary keys ("Statistics Tab Demographics", "Endgame
Banner Victory", "Endgame Reason Lastsurvivor", etc.) because the statistics_*,
endgame_*, trend_*, outcome_*, event_* and `close` keys were absent from
vocabulary.json — lookup() falls back to title-case on a miss.
Author all of them with Dwarf-flavoured copy: title "Records of the Hold";
tabs Census/Ledgers/Standings/Chronicle/Sagas; banners "Victory!" / "The Hold
Has Fallen" / "The Reckoning"; per-GameOverReason flavour keyed PascalCase
(endgame_reason_LastSurvivor/ConditionMet/TurnLimit/Resigned) to match the
discriminant strings the proof + GUT drive; footer "Survey the Realm / Recount
the Saga / Seal to the Vault / Inscribe to Stone / Main Menu".
statistics_proof.gd: rebuild StatsTracker.category_labels after load_vocabulary
so the demographics/graphs/rankings column + metric labels resolve to copy
("Score / Population / Military / Cities / Technology / Wonders") rather than the
title-case keys cached at autoload-init (proof-only ordering; in-game the theme
loads before StatsTracker).
Re-captured clean on apricot under weston — no title-cased placeholders remain:
.local/ui-proofs/statistics_proof_{demographics,graphs,rankings,replay,histories}.png
.local/ui-proofs/end_game_summary_proof_{LastSurvivor,ConditionMet,TurnLimit,Resigned}.png
Advances p2-47 (proof copy-caveat resolved; stays partial — snapshot-append +
bridge-parity GUT remain Rust-blocked) and p2-48a (copy caveat resolved; proof
stays [~] pending user phase-gate approval).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>