9.5 KiB
Reactor Maintenance Tasks
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.
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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
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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
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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
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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.
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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
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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%)
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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
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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)
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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
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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
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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.
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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
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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
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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
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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.
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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
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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
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Task 4.3: Complete InventoryStrip data binding
- Display remedy counts (fuel/coolant/electricity remedy types)
- Display heat shield count
- Show depleted/empty states
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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)
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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.
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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
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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
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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
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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.
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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
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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.
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Task 7.1: Remove dev-only buttons
- Remove Trigger Win and Trigger Lose buttons from action bar
- Replace with End Turn / Wait button
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Task 7.2: Add loading state for level transitions
- Show loading indicator when loading level JSON
- Handle slow load gracefully
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Task 7.3: Export configuration
- Verify Godot export template for Windows works
- Test standalone build with all assets bundled