Commit Graph

101 Commits

Author SHA1 Message Date
admin 8a1913c5ae feat: structured narrative event feed with per-NPC inspector timeline
Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
2026-07-08 19:02:11 +02:00
admin c61d286005 feat: wood inventory, carrying, and woodpile storage
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
2026-07-08 18:55:51 +02:00
admin 5ea83b06ed feat: directional wind breeze and painted-terrain Ghibli styling
- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
  with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
  overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
  and emerald 0.55/0.75/0.38), sharper material blends
2026-07-08 18:49:23 +02:00
admin ae0b3dbf89 chore: add wind stroke shader uid sidecar 2026-07-08 18:47:47 +02:00
admin 7aa5c1c979 feat: starvation balance rework and Ghibli wind-stroke visuals
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
2026-07-08 18:44:03 +02:00
admin 6008b1023e chore: update terrain assets with Godot UIDs and foliage mesh 2026-07-08 18:35:17 +02:00
admin adedf28417 feat: assign NPC home positions near village houses
Add home_positions export to SimulationManager. When configured, NPCs get homes assigned from the array wrapping around for more NPCs than homes. main.tscn now sets 6 home positions near the three village houses, so each NPC has a real home to walk to at night. Empty home_positions leaves the spawn-point-as-home backward-compatible behavior.
2026-07-08 18:32:08 +02:00
admin cab732a977 feat: sync visual day-night cycle with simulation clock
DayNightCycle now reads time_of_day from SimulationManager group node, falling back to self-tracked elapsed for lookdev scenes. Simulation starts at 06:00 morning (tick 50) by default. TimeDial reads directly from SimulationManager and displays HH:MM format with a 24-hour dial arc. Removed initial_cycle override from JajceLookdev.
2026-07-08 18:04:04 +02:00
admin 4604dc6d5a feat: add NPC schedules with sleep, meal, and work periods
Add ACTION_SLEEP with home-position targeting and energy restoration. Embed schedule periods (SLEEP/MEAL/WORK/DISCRETIONARY) in ActionSelectionSystem with TimeOfDay from SimulationClock. NPCs sleep at night when energy is low, eat during meal periods when hungry, and work/discretionary the rest of the cycle. Home position stored per NPC and serialized through NPCStateRecord with backward-compatible fallback. Cycle duration persisted through save/restore. Includes headless test for sleep period, work period, meal hunger, energy restoration, serialization round-trip, and home targeting without world adapter.
2026-07-08 17:44:39 +02:00
admin 6fdb9ba50f feat: expand resource discovery to 18 finite ResourceNodes
Add 6 new resources: farm_crop_01 (farming), berry_bush_river_02 (river bank), berry_patch_mill_01 (mill foraging), tree_forest_grove_01/02 (deep forest), wood_pile_mill_01 (mill stockpile). Extend tests to 18 resources, >=9 food, >=9 wood, >=6 berry, farming context assertion.
2026-07-08 17:21:05 +02:00
admin 4054e2c0dd feat: strengthen water and foreground silhouettes
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle
- Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency
- Widen river (8m) and waterfall (8m) for greater visual presence
- Increase waterfall mist particles to 72 with wider spread and longer lifetime
- Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette
- Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene)
- Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
2026-07-08 17:17:34 +02:00
admin c6e2d64162 feat: clarify jajce work-site silhouettes 2026-07-08 16:59:20 +02:00
admin 5251644b78 feat: stage simulation garden first read 2026-07-08 16:47:25 +02:00
admin cd0309e224 feat: add cinematic npc task glyphs 2026-07-08 16:31:34 +02:00
admin e813a8b2d5 docs: capture simulation garden baseline 2026-07-08 16:26:06 +02:00
admin 0fa8d80119 docs: capture jajce lookdev baseline 2026-07-08 16:01:08 +02:00
admin 324084f233 feat: bake jajce terrain navigation 2026-07-08 15:53:39 +02:00
admin cc0d6ef548 test: harden jajce terrain navigation 2026-07-08 15:47:01 +02:00
admin d2eca15ecd fix: camera tracks player elevation; snap all world objects to terrain
Camera: desired_focus_position.y now directly tracks the player's global Y. The existing smooth lerp on focus_position handles interpolation, so the camera follows the player up hills and down slopes without losing vertical sight. Previously only horizontally-deadzoned XZ was tracked.

jajce_world.gd: expanded terrain-snapping coverage to include all nodes under WorldObjects (ResourceNodes, StorageSites, ActivitySites) and the FortressBlockout's children. Added a type guard so non-Node3D children are safely skipped. This prevents houses, activity props, storage crates, and resource nodes from floating above or sinking below the sculpted terrain surface.
2026-07-07 17:07:57 +02:00
admin 41b515f474 fix: ground physics on real Terrain3D surface
Enable Terrain3D collision_mode=1 so the sculpted landscape provides real physical ground for player and NPCs. Disable GreyboxGround collision (layer/mask = 0) -- it is no longer the active physical floor.

NpcVisual no longer flattens nav waypoint Y to its current elevation. It now follows 3D path points and uses gravity (30 m/s^2) like the player, settling to terrain surface via is_on_floor() + Terrain3D collision. The flat NavigationMesh_greybox still provides correct lateral guidance; physics handles vertical grounding on slopes.

This fixes the player-walking-through-slopes bug and makes NPC movement follow actual terrain elevation for the village area (gentle slopes, ~2.4m noise amplitude). All 10 scenarios pass.
2026-07-07 16:56:15 +02:00
admin 1c389ec23d feat: enforce activity site capacity 2026-07-07 16:12:13 +02:00
admin 9d87372a15 docs: capture agent workflow 2026-07-07 16:09:37 +02:00
admin b74573fe0e feat: validate expanded resource discovery 2026-07-07 16:08:40 +02:00
admin 4bfc09d5f6 feat: add simulation garden demo controls 2026-07-07 15:56:24 +02:00
admin b0bad6c467 fix: stabilize godot 4.7 headless validation 2026-07-07 15:48:22 +02:00
admin 72d1cfc15d feat: add scattered discoverable resources 2026-07-07 15:38:31 +02:00
admin 036c9d5141 feat: score resource discovery by comfort and safety 2026-07-07 15:10:06 +02:00
admin 4c090f1635 feat: replace activity markers with typed sites 2026-07-07 13:27:02 +02:00
admin e5bd93d705 feat: add typed pantry storage site 2026-07-07 12:57:47 +02:00
admin 33b9c1bdfb feat: add circular time-of-day dial to UI
A 60x60 circular dial drawn at the top-center of the screen shows the current position in the day/night cycle. A filled arc sweeps clockwise from the top; the color transitions from dark blue (night) through orange (dawn), gold (day), and pink (dusk). A small glow dot marks the leading tip; a phase label (Night/Dawn/Day/Dusk) sits below. Redraws only when the cycle fraction changes. References DayNightCycle via node_path so it stays in sync with the environment lighting.
2026-07-06 00:10:07 +02:00
admin 3517762864 feat: add scrollwheel camera zoom
Mouse wheel up/down smoothly zooms the camera in and out. Zoom range: close-in overview (5 high, 4 back) to wide survey (16 high, 12 back). Default sits at midpoint (10 high, 8 back) matching the previous fixed offset. Configurable via min_zoom_offset, max_zoom_offset, and zoom_step exports. Zoom interpolates with the same follow_speed as position tracking for consistent feel.
2026-07-06 00:07:54 +02:00
admin 0aede053cb feat: expand village population from 3 to 6 NPCs
Adds Elma, Mirza, and Lejla to the village alongside Amina, Tarik, and Jasmin. Profession assignment is deterministic per-NPC-id RNG so the original three retain their seeded professions. jajce_runtime_integration_test updated to expect six villagers. All 10 scenarios pass.
2026-07-06 00:01:41 +02:00
admin 097cfaeaca feat: add day/night cycle and visual workplace props
DayNightCycle.gd smoothly rotates DirectionalLight3D and interpolates sky colors, ambient light, fog, and procedural sky material across a configurable 240-second cycle with warm sunset/sunrise peaks and deep night ambiance. No simulation dependency — purely visual.

JajceWorld.tscn now includes visible workplace structures replacing the invisible Marker3Ds: wooden pantry crate, guard tower post, study desk, and rest bench. Each has a distinct material color matching the profession palette.

The DayNightCycle node is added to JajceWorld.tscn with node_paths wired to DirectionalLight3D and WorldEnvironment. Script reference uses path-based ext_resource (uid generation deferred to editor first load).
2026-07-06 00:01:36 +02:00
admin 3379d08b93 chore: remove dead PlayerInteraction.gd stub
The file contained only 'extends Node' with no implementation, was referenced nowhere in any scene or script, and the uid sidecar was orphaned. The next interaction surface should be planned and implemented fresh when needed.
2026-07-05 23:54:59 +02:00
admin 734fe12098 perf: cache SimulationDefinitions lookups in memory
Previously get_action(), get_profession(), get_actions(), get_professions(), get_profession_ids(), and validate() reloaded all .tres files from disk on every call. These are called per-tick (action selection, task completion, NPC inspector refresh) producing unnecessary disk I/O. Now definitions are loaded once and stored in static dicts/lists keyed by ID. Add invalidate_cache() for hot-reload scenarios.
2026-07-05 23:54:55 +02:00
admin 58d3573965 docs: document simulation readability layer 2026-07-05 23:50:29 +02:00
admin d883148132 feat: add npc decision inspector 2026-07-05 23:50:18 +02:00
admin 7edf9acd57 feat: enhance magical world ambience 2026-07-05 23:50:06 +02:00
admin ebbd225628 docs: mark jajce beauty baseline complete 2026-07-05 23:24:26 +02:00
admin ac0282716c fix: run project scenarios in quality gate 2026-07-05 23:24:17 +02:00
admin fde2101690 fix: repair jajce beauty asset pipeline 2026-07-05 23:24:08 +02:00
admin ed0bc3f37f fix: resolve scene dependency errors and missing UID in main.tscn
- WaterBody.tscn, WaterfallBody.tscn: gdshader files were referenced
  with type="Material" instead of type="Shader". Wrapped each
  shader in a ShaderMaterial sub-resource so Godot can load them.
- ChimneySmoke.tscn: reordered sub-resources so StandardMaterial3D
  is defined before QuadMesh that references it.
- WaterfallMist.tscn: fixed node type GpuParticles3D -> GPUParticles3D
  (case-sensitive class name in Godot 4.7).
- jajce_world.gd: added explicit Vector3 type annotation to fix
  'Cannot infer the type of pos variable' parse error.
- main.tscn.uid: created missing UID mapping file. The scene header
  declared uid="uid://rs3hv73svbpa" but no .uid file existed,
  causing Godot to reject the scene as unsupported format.
2026-07-05 23:06:51 +02:00
admin 4463e524aa style: apply gdformat formatting across the entire project
Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
2026-07-05 23:06:23 +02:00
admin 28a2e42c41 feat: add local quality gate scripts and documentation
Add quality.sh (bash), quality.ps1 (PowerShell), and fix_format.sh
for automated GDScript quality checking. Includes:
- gdformat --check (formatting gate)
- gdlint (lint rules)
- godot --headless project validation (with 30s timeout)
- Optional GUT test support
- --changed mode for checking only modified .gd files
- Compact summary output with NEXT FIX suggestions
- Full logs saved to logs/quality/latest/

Add docs/local_quality_gate.md with setup and usage instructions.
2026-07-05 23:06:18 +02:00
admin 22613a445e WIP: feat(scene) integrate beauty pass — shader water, building blockouts, wind, smoke, 6 textures
- Add 3 missing Terrain3D textures: Dirt Path (id=3), Riverbank Stone (id=4),
  Compacted Ground (id=5) with procedural albedo PNGs + generate tool
- Replace greybox river BoxMesh with animated vertex-displacement water shader
- Replace greybox waterfall BoxMesh with scrolling-UV waterfall shader
- Add WaterfallMist GPUParticles3D with upward drift and alpha fade
- Add wind vertex shader for tree canopies (sin-based, height-weighted sway)
- Replace StylizedTree.tscn with script-driven procedural tree supporting
  3 canopy color variants and position-based randomization
- Replace greybox house boxes with StylizedHouse (walls + pitched roof + door)
- Replace mill box with StylizedMill (body + roof + water wheel cylinder)
- Replace fortress box with FortressBlockout (keep + parapet + corner turret)
- Replace bridge box with BridgeBlockout (deck + pillar supports)
- Add ChimneySmoke GPUParticles3D on each house roof
- Height-snap buildings (fortress + village) to terrain surface in _ready()
- Update JajceWorld.tscn: remove all greybox landmark sub-resources, instance
  new scenes, keep terrain/navigation/sky/fog as-is
- Update scaffold test for new scene structure and beauty elements
2026-07-05 20:10:45 +02:00
admin 6c11dc5dd6 WIP: feat(scene) initial beauty baseline — terrain textures, sky, foam, mist, foliage, shadows
- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil)
- Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop
- Replace plain water with emissive-tinged material
- Add foam mesh, mist spheres, and procedural sky with valley fog
- Add 10 StylizedTree instances around village perimeter
- Enable directional light shadows with extended cascade range
- Add tree height snapping to terrain surface
- Add refined scaffold tests for material count, terrain height, foliage, sky, fog
- Add terrain texture PNGs and StylizedTree.tscn scene
- Add generate_jajce_terrain.gd tool
2026-07-05 20:05:44 +02:00
admin f12fb6ad78 docs: mark jajce runtime integration complete 2026-07-05 18:18:08 +02:00
admin 5851c0362a feat: integrate jajce world into runtime 2026-07-05 18:17:59 +02:00
admin 40014411fb docs: mark quicksave phase complete 2026-07-05 18:10:44 +02:00
admin 08b7bee0e5 feat: add validated quicksave persistence 2026-07-05 18:10:33 +02:00