BoardState.CaptureSave/RestoreFromSave deep-copy every mutable field
(grid, pieces, demands, transformers, buffers, stock, campaign progress)
into a WorldSave slot. GameSim.QuickSave/QuickLoad expose slotted saves
and emit StateSavedEvent / StateRestoredEvent — the latter carries a
fresh BoardSnapshot so the presentation can rebuild board, pieces,
trajectories, objectives, stock, camera, and control bar in one pass.
F5/F9 trigger it in Main; harness gains quick_save/quick_load commands so
UI tests can checkpoint a scenario and resume without replaying from
scratch. Seven xUnit tests cover the roundtrip (including independence
from post-save mutations, campaign state, and multi-slot isolation).
Launching Godot with --automation=<dir> activates an AutomationHarness
node that polls <dir>/inbox/ for JSON command files, executes them via
a thin facade over existing public surfaces (GameSim, InputMapper,
EventAnimator, ControlBar, PieceStockPanel), and writes results plus
screenshots back to disk. The black-box simulation boundary is not
crossed — every command routes through the same signals/methods a real
player would trigger.
A stdlib-only Python helper (tools/automation/harness.py) wraps the
protocol for test scripts and interactive REPLs. Smoke test passes
end-to-end: load mission, place a piece, step 10 turns, capture 14
1280x720 PNGs, handle rejections, quit cleanly. Existing 102 engine
unit tests still green.
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.
- Mouse wheel up/down zooms camera in/out
- Zoom clamped between 0.3x and 3x to prevent getting lost
- Updated PLAN.md: marked phases 5-6 as done, added phase 7-8
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Dame (Queen):
- Moves 1-2 cells in all 8 directions (orthogonal + diagonal)
- Social status 7 (highest — priority over all other pieces)
- Deep burgundy color, letter "D"
- Rare and powerful, forces strategic placement choices
Levels:
- Level 7 "La Dame Blanche": 10x10, walled arena with central fortress,
1 queen available as a logistics superweapon
- Level 8 "Le Grand Reseau": 12x10, 4 productions + 4 demands,
two vertical wall corridors, 2 queens, full network challenge
GDD updated with Dame section and status hierarchy.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Bugfixes:
- Stop now fully rebuilds piece visuals (fixes destroyed pieces not
reappearing and lingering cargo indicators)
- Piece stock buttons use explicit selected/unselected styling instead
of ambiguous toggle behavior (teal bg + bright border when selected)
- Color dots next to stock buttons match piece colors
Features:
- Clicking a placed piece highlights its start/end cells with piece color
- Back-to-menu button ("← Menu") in top-left returns to level selector
with fade transition
- DetailPanel shows "Pion" name and has styled remove button
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Pion (Pawn): orthogonal range 1, social status 1 (lowest), green color
- All existing levels get surplus stock including pawns for player choice
- Level 4 "Le Carrefour": 8x8, dual cargo diagonal routes, center wall block
- Level 5 "Le Labyrinthe": 8x6, wall corridors, knights essential for shortcuts
- Level 6 "Trois Royaumes": 10x8, 3 productions + 3 demands, full network puzzle
- Production interval concept removed (all produce every turn)
- GDD updated with Pion section and 6 level descriptions
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- 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>
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.