Commit graph

1228 commits

Author SHA1 Message Date
Claude Code
d25d2fe37e refactor(scripts): ♻️ Simplify and improve error handling in dev.sh by reorganizing log paths and updating success/failure conditions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 18:33:54 -07:00
Claude Code
8c365cf63d feat(dev-scripts): Add automated stability test to dev.sh by booting the game, navigating to the world map, and capturing a screenshot after 20 seconds
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 18:28:27 -07:00
Claude Code
1d56b77d4f test(scenes): Add screenshot capture test to verify rendering correctness and game state in scene tests
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 18:22:42 -07:00
Claude Code
fad1257db6 scripts(scripts): 🔨 Add logging and error handling to game execution script for debugging and crash reporting
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 18:22:41 -07:00
Claude Code
30aa0a0949 fix(climate-specific): 🐛 Fix type annotation in observation store to align RefCounted return type with GameState.get_observation_store()
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 12:35:26 -07:00
Claude Code
f12d72ae87 fix(game-engine): 🐛 Update type annotation in ChroniclePanel and WorldMapVision to use RefCounted for observation store, aligning with GameState.get_observation_store() return type.
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 12:35:25 -07:00
Claude Code
d51ab54196 feat(age-dwarves): Add/update spell data for Age of Dwarves game mechanics
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 12:11:56 -07:00
Claude Code
0937082f22 feat(game-entities): Enhance stub JSON files with attributes, effects, and metadata for buildings and units to enable advanced gameplay logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 11:09:02 -07:00
Claude Code
34b8fba2e6 feat(age-dwarves): Add combat and production role definitions for units in age-dwarves
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 11:09:02 -07:00
Claude Code
8fef9506c8 feat(buildings): Add detailed building configurations with health, cost, and effect bonuses/penalties
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 11:09:01 -07:00
Claude Code
fdf778435d test(scenes): Refine unit ID validation and mock data in worldmap visual proof tests to handle edge cases and align with iteration 7q requirements
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:39:20 -07:00
Claude Code
b5ae6c586d test(scenes): Update unit ID validation in turn cycle proof test
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:39:20 -07:00
Claude Code
02e4ad7ba5 feat(scenes): Implement iteration 9 gameplay logic and define scene structure in iter_9_gameplay_proof.tscn
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:33:21 -07:00
Claude Code
0ee74c23d7 feat(hud): Add AI turn overlay visual elements and progress indicators to the HUD
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:09:04 -07:00
Claude Code
b938c27292 feat(victory): Add victory conditions and integrate victory checks with turn management logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:09:04 -07:00
Claude Code
cbf0977ceb refactor(world-map): ♻️ Implement modular scene architecture for the world map by reorganizing logic in world_map.gd and updating the scene file to improve maintainability and performance.
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:09:03 -07:00
Claude Code
74d7c3d087 feat(menus): Introduce player type differentiation in victory/defeat screens with human/AI logic checks
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 10:09:03 -07:00
Claude Code
d68851dfc4 arch(event-bus): 🏗️ Refactor event bus autoload to support turn-based game event routing and decoupled propagation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:56:09 -07:00
Claude Code
c0ade18473 feat(hud): Introduce TurnNotification HUD component with visual/audio cues for turn-based gameplay
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:56:09 -07:00
Claude Code
fefc5ad8d2 feat(world-map): Add turn notification UI component with visual and logic for displaying player/enemy turn status in the world map
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:56:08 -07:00
Claude Code
6bf7ec4402 refactor(tech-tree): ♻️ Update tech tree logic to integrate with TurnManager for turn-based tech retrieval
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:56:08 -07:00
Claude Code
10ae124b9c feat(turn-processor): Implement new turn resolution and state transition logic for game engine mechanics
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:44:51 -07:00
Claude Code
17535ddc69 feat(city): Add controlled property accessors to City class for external rendering systems
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:44:51 -07:00
Claude Code
fee70d5b0b refactor(world-map): ♻️ Rename display_name to name_display for consistency in WorldMap and Unit classes
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:44:50 -07:00
Claude Code
af174c308a feat(turn-processor): Introduce event-driven unit and building completion mechanics in TurnProcessor and WorldMapCityActions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:38:34 -07:00
Claude Code
18dfd70d47 docs(memory): 📝 Update non-regression testing documentation to define clear feedback expectations and best practices for preventing regressions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:32:13 -07:00
Claude Code
3b3ee4dda0 feat(mc-turn): Implement PvP combat resolution logic in the processor module
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:26:26 -07:00
Claude Code
f434f4283f feat(simulator): Implement PvP combat tracking in tournament_bench for performance benchmarking
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:26:26 -07:00
Claude Code
e230192b11 feat(simulator): Introduce CombatEvent struct and processor for PvP combat resolution logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:20:17 -07:00
Claude Code
fd7031dd37 deps-upgrade(simulator): ⬆️ Update dependencies in mc-turn crate for improved compatibility, security, and performance
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:20:17 -07:00
Claude Code
479b4cfd31 refactor(simulator): ♻️ Restructure encounter processor to integrate PvP combat logic and optimize grid-based performance
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:14:29 -07:00
Claude Code
bb64684d05 feat(simulator-specific): Adjust victory thresholds to extend game duration and add strategic depth
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 09:08:14 -07:00
Claude Code
bc8e4a5653 build(simulator): 📦️ Rebuild simulator binaries and fingerprint files after dependency or source code updates across all modules
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:53:49 -07:00
Claude Code
ba3944f202 feat(simulator): Adjust culture scaling and city contribution caps to reduce tech-rushers' excessive tech gains while preserving expansionist city growth potential
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:38:28 -07:00
Claude Code
b88d461242 feat(simulator-specific): Adjust science victory multipliers and victory condition thresholds to prioritize science-focused specialist strategies while maintaining balanced victory conditions for other playstyles.
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:32:25 -07:00
Claude Code
14ee989250 feat(mc-turn): Add support for special turn rules and new victory conditions like draw checks and sudden death
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:26:27 -07:00
Claude Code
5ee1537144 feat(simulator): Add benchmark scripts for dominion/fauna pressure and tournament scenarios with configurable parameters
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:26:27 -07:00
Claude Code
812f8de0ae feat(simulator): Add capital position tracking and victory condition logic for game state and turn processing
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:26:27 -07:00
Claude Code
d67aec22e7 test(bridge-contract): Add test cases for bridge contract operations, including setup, execution, and validation logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:20:01 -07:00
Claude Code
12d87af42f feat(mc-turn): Introduce CombatEvent type, GameState updates, and ProcessorInvariants for combat event validation logic
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:20:01 -07:00
Claude Code
cc1383402c feat(mc-sim): Add PvP combat benchmark functions and new statistics tracking for Dominion and Tournament modes
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:20:00 -07:00
Claude Code
9c2d90dc33 deps-pin(scheduled-tasks): 📌 Pin scheduled-tasks dependencies in .claude/scheduled_tasks.lock for version consistency
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:03 -07:00
Claude Code
5ab6167857 docs(simulation-report): 📝 Update technical debt audit report documentation with latest findings and fixes
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:03 -07:00
Claude Code
66fb634d58 test(scenes): Add visual proof test scene for worldmap rendering validation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:02 -07:00
Claude Code
2359d341f5 feat(simulator-parent): Implement core game mechanics including AI actions, economy, happiness, mana systems, enchantments, spells, and victory conditions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:02 -07:00
Claude Code
95064582ba feat(simulator): Add benchmarking binaries (dominion_bench and tournament_bench) for performance measurement
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:01 -07:00
Claude Code
b89e5c1d03 feat(ai): Optimize AI turn handling logic and add test validation for 7-player turn cycles
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-10 08:13:01 -07:00
Claude Code
a3de8efdd5 feat(unit-specific): Introduce UnitManager and UnitRenderer for unit lifecycle management and visual rendering, plus update Tile logic for unit placement and load unit data from data_loader.gd
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-09 11:56:38 -07:00
Claude Code
45137691bc feat(world-map): Introduce fog rendering logic with density and color controls for the world map scene
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-09 11:56:37 -07:00
Claude Code
d38738cbc2 test(tests): Update test scene file for iteration 7 PoC to ensure accurate engine feature validation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-09 11:44:12 -07:00