image imports and new TASKS.md
This commit is contained in:
204
TASKS.md
204
TASKS.md
@@ -82,3 +82,207 @@
|
||||
- Add authored sample levels once the new schema stabilizes.
|
||||
- Tune structural integrity balancing after playtesting.
|
||||
- Extend UI affordances for inspecting per-carrier consumer service state.
|
||||
|
||||
## Godot Frontend Integration
|
||||
|
||||
The Godot frontend (src/ReactorMaintenance.Godot) has a complete UX scaffold (splash to main menu to campaign intro to level screen to win/loss overlays) and reusable controls (StateBadge, PrimaryButton, CellInspector, ForecastList, InventoryStrip, ConfirmDialog, OutcomeOverlay) but no connection to the simulation core. This section covers bridging the gap.
|
||||
|
||||
### Phase 1: Simulation Bridge (Critical Path)
|
||||
|
||||
**Goal:** Connect LevelScreen to SimulationEngine so gameplay state flows between simulation and UI.
|
||||
|
||||
- [ ] **Task 1.1: Create GameSession class**
|
||||
- Location: src/ReactorMaintenance.Godot/Data/GameSession.cs
|
||||
- Wraps SimulationEngine and holds the current LevelState
|
||||
- Loads LevelState from JSON via LevelSerializer.Deserialize() using Godot FileAccess
|
||||
- Exposes current state properties: RobotPosition, GlobalState, Terrain, Surface, UndergroundLayers, Props, Leaks, Forecasts
|
||||
- Fires events on state changes: OnLevelStateChanged, OnRobotMoved, OnTurnAdvanced, OnLevelWon, OnLevelLost
|
||||
- Exposes action methods: MoveRobot, EndTurn, InteractProp, InteractLeak, ApplyHeatShield, ActivateReactor
|
||||
- Validates actions before committing (rejects invalid moves)
|
||||
- Handles level start snapshot for retry
|
||||
|
||||
- [ ] **Task 1.2: Create LevelStateLoader helper**
|
||||
- Location: src/ReactorMaintenance.Godot/Data/LevelStateLoader.cs
|
||||
- Static helper that takes a res://Data/Levels/... path
|
||||
- Uses Godot FileAccess to read JSON string
|
||||
- Calls LevelSerializer.Deserialize() and returns LevelState
|
||||
- Throws descriptive exceptions for missing files or schema errors
|
||||
- Supports both res:// and user:// paths
|
||||
|
||||
- [ ] **Task 1.3: Wire LevelScreen to GameSession**
|
||||
- Update LevelScreen.Configure() to accept GameSession instead of raw CampaignLevel
|
||||
- Replace placeholder grid with real viewport
|
||||
- Wire CellInspector.SetCellInfo() to display live selected cell data
|
||||
- Wire ForecastList.SetForecasts() to display live simulation forecasts
|
||||
- Connect action bar buttons to GameSession action methods
|
||||
- Update LevelHeader with live global state badge (Stable/Caution/Critical/Ready)
|
||||
- Update InventoryStrip with live remedy/heat shield counts
|
||||
|
||||
- [ ] **Task 1.4: Create res://Data/Levels/ directory and level files**
|
||||
- Create placeholder level files for the 3 campaign levels
|
||||
- Use Win2D editor to export v3 JSON schema for each level
|
||||
- Files: coolant_restart.json, fuel_bleed.json, black_start.json
|
||||
- Verify round-trip: load -> serialize -> deserialize -> validate
|
||||
|
||||
### Phase 2: Grid Viewport Rendering (Critical Path)
|
||||
|
||||
**Goal:** Replace the grid placeholder with a functional, interactive tile-based viewport.
|
||||
|
||||
- [ ] **Task 2.1: Create GridViewport control**
|
||||
- Location: src/ReactorMaintenance.Godot/Controls/GridViewport.cs
|
||||
- Custom Control that renders the level grid via CanvasItem._draw()
|
||||
- Supports configurable tile size (default 48px)
|
||||
- Handles viewport scrolling and zoom
|
||||
- Exposes SelectedCell, RobotPosition, HoveredCell properties
|
||||
- Fires OnCellSelected, OnCellHovered, OnGridClicked signals
|
||||
|
||||
- [ ] **Task 2.2: Implement terrain rendering**
|
||||
- Draw floor tiles with graphite/steel palette per ART.md
|
||||
- Draw wall tiles with darker steel, reinforced silhouettes
|
||||
- Apply subtle hue shifts between adjacent floor plates (no checkerboard)
|
||||
- Support layer opacity rules (surface full / underground 25% or 50%)
|
||||
|
||||
- [ ] **Task 2.3: Implement prop rendering**
|
||||
- Draw props at cell centers with semantic colors
|
||||
- Show state indicators (enabled/disabled, producing/starved)
|
||||
- Use generated asset textures where available, fall back to procedural badges
|
||||
- Support prop highlight for selected cell
|
||||
|
||||
- [ ] **Task 2.4: Implement robot marker**
|
||||
- Draw robot sprite at current RobotPosition
|
||||
- Show direction indicator
|
||||
- Use maintenance_robot.png from Assets/Characters
|
||||
- Animate on position change (optional, low priority)
|
||||
|
||||
- [ ] **Task 2.5: Implement hazard rendering**
|
||||
- Draw surface hazards on affected floor cells
|
||||
- Use semantic colors: fuel (red slicks), coolant (blue-cyan), electricity (yellow arcs), heat (orange-white)
|
||||
- Show hazard intensity via saturation/opacity
|
||||
|
||||
- [ ] **Task 2.6: Implement cell selection highlight**
|
||||
- Draw selection rectangle around selected cell
|
||||
- Draw reachable/actionable hints on valid move targets
|
||||
- Support hover highlight on non-selected cells
|
||||
|
||||
- [ ] **Task 2.7: Implement underground network visualization**
|
||||
- Draw carrier-colored network lines between adjacent cells with positive flow
|
||||
- Fuel = red, Coolant = blue, Electricity = yellow
|
||||
- Render sources as large centered dots
|
||||
- Support layer toggle: show/hide each underground layer independently
|
||||
- Apply opacity rules per design doc
|
||||
|
||||
### Phase 3: Action Input System
|
||||
|
||||
**Goal:** Enable player interaction with the simulation through grid input and keyboard.
|
||||
|
||||
- [ ] **Task 3.1: Implement grid click-to-select**
|
||||
- Left-click on grid cell -> select cell, update CellInspector
|
||||
- Right-click -> context menu for available actions (repair, interact, etc.)
|
||||
- Click on robot position -> select robot cell
|
||||
|
||||
- [ ] **Task 3.2: Implement keyboard movement**
|
||||
- WASD / Arrow keys -> move robot to adjacent floor cell
|
||||
- Validate against SimulationEngine.MoveRobot before committing
|
||||
- Show rejected movement as brief toast/negative feedback
|
||||
- Tab -> cycle focus between grid, inspector, action bar buttons
|
||||
|
||||
- [ ] **Task 3.3: Implement action bar integration**
|
||||
- Move button -> enter move mode (highlight reachable cells)
|
||||
- Interact button -> execute prop interaction at robot position
|
||||
- Repair button -> repair reachable leak at robot position
|
||||
- Trigger Win / Trigger Lose -> remove for release, keep for dev testing
|
||||
- Disable buttons when action is invalid; keep them inspectable
|
||||
|
||||
- [ ] **Task 3.4: Implement Enter/Space action confirmation**
|
||||
- Enter -> confirm current action (interact, repair, activate)
|
||||
- Space -> quick action (move to adjacent in facing direction)
|
||||
- Escape -> cancel current mode, deselect
|
||||
|
||||
### Phase 4: UI Polish and Data Flow
|
||||
|
||||
**Goal:** Make all UI controls display live simulation data and feel responsive.
|
||||
|
||||
- [ ] **Task 4.1: Complete CellInspector data binding**
|
||||
- Display: position, terrain type, prop type, prop state
|
||||
- Display: surface hazards (type, amount, band)
|
||||
- Display: underground state (when all-seeing-eye active)
|
||||
- Update on every simulation step
|
||||
|
||||
- [ ] **Task 4.2: Complete ForecastList data binding**
|
||||
- Map EForecastKind values to display strings
|
||||
- Show turn offset (+1, +2, etc.) and severity band
|
||||
- Order from soonest to latest
|
||||
- Update on every simulation step
|
||||
|
||||
- [ ] **Task 4.3: Complete InventoryStrip data binding**
|
||||
- Display remedy counts (fuel/coolant/electricity remedy types)
|
||||
- Display heat shield count
|
||||
- Show depleted/empty states
|
||||
|
||||
- [ ] **Task 4.4: Complete LevelHeader data binding**
|
||||
- Display global state badge (Stable/Caution/Critical/Ready/Lost/Won)
|
||||
- Display reactor heat level with band coloring
|
||||
- Display campaign progress (Level X / Y)
|
||||
|
||||
- [ ] **Task 4.5: Add turn transition feedback**
|
||||
- Brief visual indicator when a turn is resolved
|
||||
- Show outcome of lengthy actions (prop toggled, leak repaired, etc.)
|
||||
- Toast/negative feedback for rejected actions
|
||||
|
||||
### Phase 5: Testing and Verification
|
||||
|
||||
**Goal:** Ensure simulation -> Godot data flow is correct and reliable.
|
||||
|
||||
- [ ] **Task 5.1: Write GameSession unit tests**
|
||||
- Load level from JSON -> verify LevelState matches expected
|
||||
- Execute actions -> verify state mutations match simulation engine
|
||||
- Test retry restores start snapshot
|
||||
- Test invalid action rejection
|
||||
|
||||
- [ ] **Task 5.2: Write LevelStateLoader tests**
|
||||
- Load existing level files -> verify successful deserialization
|
||||
- Load missing file -> verify descriptive exception
|
||||
- Load malformed JSON -> verify schema error message
|
||||
|
||||
- [ ] **Task 5.3: End-to-end integration verification**
|
||||
- Run Godot editor, load campaign, play through one full level
|
||||
- Verify all props, leaks, hazards render correctly
|
||||
- Verify cell inspector shows accurate data
|
||||
- Verify forecasts match simulation output
|
||||
- Verify win/loss overlays trigger at correct simulation states
|
||||
|
||||
- [ ] **Task 5.4: Verify Win2D to Godot level compatibility**
|
||||
- Export a level from Win2D editor -> load in Godot frontend
|
||||
- Verify all terrain, props, underground data, robot state, and inventory transfer correctly
|
||||
- Verify simulation engine produces identical results regardless of source
|
||||
|
||||
### Phase 6: Underground Layer Toggle (Medium Priority)
|
||||
|
||||
**Goal:** Allow the player to inspect underground networks when at an all-seeing-eye terminal.
|
||||
|
||||
- [ ] **Task 6.1: Implement all-seeing-eye viewing mode**
|
||||
- When robot is at an all-seeing-eye terminal, enable underground visibility
|
||||
- Show all three underground layers simultaneously with reduced opacity
|
||||
- Highlight the carrier of the active underground layer at full opacity
|
||||
|
||||
- [ ] **Task 6.2: Implement per-layer underground toggle**
|
||||
- Allow player to cycle through Fuel/Coolant/Electricity underground views
|
||||
- Each view shows only that carrier network at full opacity
|
||||
- Other layers at 25% opacity
|
||||
|
||||
### Phase 7: Release Cleanup (Low Priority)
|
||||
|
||||
**Goal:** Prepare the Godot frontend for release.
|
||||
|
||||
- [ ] **Task 7.1: Remove dev-only buttons**
|
||||
- Remove Trigger Win and Trigger Lose buttons from action bar
|
||||
- Replace with End Turn / Wait button
|
||||
|
||||
- [ ] **Task 7.2: Add loading state for level transitions**
|
||||
- Show loading indicator when loading level JSON
|
||||
- Handle slow load gracefully
|
||||
|
||||
- [ ] **Task 7.3: Export configuration**
|
||||
- Verify Godot export template for Windows works
|
||||
- Test standalone build with all assets bundled
|
||||
|
||||
|
||||
Reference in New Issue
Block a user