magicciv/src
Natalie fd24254a7a feat(@projects/@magic-civilization): prologue wanderers visible + tile-dominant unit/city sprites
- Reveal the prologue spawn box in recalculate_vision: the player owns no units
  during the turn -1/0/1 cold-open, so unit-derived fog left the whole map black
  and the wanderers invisible. Reveal the local player's box (LOS from centroid +
  each wanderer hex) whenever a prologue is active.
- Prologue overlay: draw the real dwarf_wanderer / dwarf_tribe sprites, centered
  on the hex (+ hex_center, was drawing at the corner), scaled to match in-game
  units. Marker glyph kept only as a missing-asset fallback.
- Scale all unit sprites to 0.6 of hex width and city sprites to 0.75 via
  DrawHelpers.scaled_sprite_size — Civ-like tile dominance instead of the tiny
  native 64px blit that read as unreadable tokens.
- Add toggleable leveled Log autoload (dev/info/warn/error via MC_LOG_LEVEL,
  default info); route prologue diagnostics through it with durable tags
  (prologue / prologue-overlay), not objective ids.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 19:41:19 -05:00
..
game feat(@projects/@magic-civilization): prologue wanderers visible + tile-dominant unit/city sprites 2026-06-18 19:41:19 -05:00
packages
simulator fix(@projects/@magic-civilization): 🐛 verify hydrology mutations survive round-trip save-load 2026-06-10 04:37:47 -07:00