2026-04-10 15:25:25 +02:00
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# Chessistics — Prototype Roadmap
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## Phase 1: Core solvability (DONE)
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- Black Box Sim pattern: commands self-apply via `DoApply()`/`AssertApplicationConditions()`
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- 3 piece types: Rook (orthogonal range 2), Bishop (diagonal range 2), Knight (L-jump)
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- Relay chain mechanic with shared relay points (collision-free alternating)
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- Transfer system: production → pieces → demands, 4-adjacency, participation tracking
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- Victory/defeat: all demands met vs deadline expired
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2026-04-10 15:35:55 +02:00
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## Phase 2: Cargo-type aware transfers (DONE)
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- `CargoFilter` property on `PieceState`: optional `CargoType?` restricting accepted cargo
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- Auto-assigned at placement via relay chain tracing (adjacency to production, then shared
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relay points with filtered pieces)
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- `TransferResolver` enforces filter: receivers with mismatched `CargoFilter` are skipped
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- Forward-direction sorting uses cargo-type-aware `MinDistanceToProduction` to avoid
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wrong sorting when multiple productions exist
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- Level 3 restored to dual-cargo (Wood+Stone) with 10R+2K stock
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- GDD stock corrections: Level 2 = 6R+1B, Level 3 = 10R+2K
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- 60 tests passing including 2 new CargoFilter tests
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2026-04-10 15:25:25 +02:00
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## Phase 3: Surplus stock and puzzle difficulty tuning
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**Goal**: Levels give more pieces than the minimum, creating genuine puzzle space.
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- With forward-preferring transfers working, longer chains are viable.
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- Design levels where the player has choice: multiple valid solutions with different
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efficiency scores (PiecesUsed, TurnsTaken, CellsOccupied).
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- Add scoring/star system based on Metrics.
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- Levels 4-6: increasing board size (8x8, 10x10), more complex wall layouts, multiple
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productions and demands.
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## Phase 4: New piece — Pion (Pawn)
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**Goal**: Add a one-directional piece for asymmetric relay constraints.
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- Pion moves forward only (one direction, range 1).
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- Cheap to place (low piece cost if scoring is added).
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- Creates interesting constraints: must plan direction of cargo flow.
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- Test levels specifically designed around Pion usage.
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## Phase 5: Network levels and Dame (Queen)
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**Goal**: Open-ended logistics puzzles with interconnected supply networks.
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- Multiple productions feeding multiple demands through shared infrastructure.
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- Dame piece: combines Rook + Bishop movement (range 2, all 8 directions).
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- Powerful but expensive — forces cost/benefit tradeoffs.
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- Larger boards (12x12+) with complex wall configurations.
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- Potential for player-designed levels (level editor data format).
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## Phase 6: Godot integration
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**Goal**: Playable visual prototype.
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- Board renderer: grid, walls, buildings, pieces.
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- Drag-and-drop piece placement during Edit phase.
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- Step/play/pause simulation controls.
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- Event visualization: cargo movement, transfers, delivery animations.
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- Victory/defeat screens with Metrics display.
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