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