Commit graph

5 commits

Author SHA1 Message Date
e3eb10570b Extend campaign_01 to 9 missions with a finale cathedral
Renames mission 7 from "Le Couronnement" to "Le Comptoir" (it only sets
up the tools→gold chain — the coronation is now the final mission) and
adds:

  - Mission 8 "L'Expansion Finale" (12×10): a Forge Est (wood→tools) and
    an Armurerie Est (stone→arms) on new rightmost columns, plus walls
    that force pieces to route around them. An Entrepôt Est demand on
    (11,9) gives the mission its own goal without depending on the old
    demands.
  - Mission 9 "Le Couronnement" (12×12): the Cathédrale occupies row 11
    as three adjacent demands — outils, armes, and or — so the player
    must keep all three transformation chains running simultaneously to
    complete the campaign.

Existing file tests updated for the new count and rename; new
Campaign01Tests asserts structure and non-regressive terrain across all
nine missions.
2026-04-17 22:34:11 +02:00
Samuel Bouchet
2d1aea0a7a Snapshot campaign system progress before automation harness
Bundles in-flight work on the campaign/missions system (CampaignDef,
MissionDef, TerrainPatch, TransformerDef, MissionChecker, CampaignLoader,
FlavorBanner, transformer rules), plan files, and matching tests. Baseline
commit so the upcoming automation testing harness lands on a clean tree.
2026-04-16 21:22:49 +02:00
a7280b1a5a Overhaul turn mechanics, collision destruction, and visual animations
- New turn order: produce -> transfer -> move -> collision resolution
- Collisions now destroy weaker pieces (status > level > mutual destruction)
  instead of halting the simulation. SimPhase.Collision removed.
- Add piece Level property (all level 1 in proto, prepared for future)
- Production fires every turn (interval concept removed), buffer = Amount
  (default 1, future 2-4), leftovers overwritten each turn
- Transfer tiebreaker: status > level > clockwise direction (alternating
  even/odd turns in y-up coords), replaces distance-to-production
- Demands always accept matching cargo even when already satisfied
- TurnNumber added to all turn events for animation grouping
- Simultaneous animations: produce flash, cargo slide, parallel piece moves
- Camera centering fix + middle-click pan
- GDD updated with new rules + lore section added

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:44:12 +02:00
dd43df8820 Add technical files 2026-04-10 17:14:09 +02:00
e6eaae43ab Initial commit: Chessistics prototype v0.3
Black box sim engine (commands in, events out) with 3 piece types
(Rook, Bishop, Knight), cargo transfer system with social status
priority, collision detection, and victory/defeat conditions.

57 tests covering rules, simulation, loading, and solvability.
Godot 4 presentation layer scaffolding.
2026-04-10 14:58:03 +02:00