Commit graph

23 commits

Author SHA1 Message Date
eba81400a8 Skip unresolvable domains in firewall allowlist instead of aborting
If DNS resolution transiently fails for one domain, the whole postStart
hook used to exit 1 and leave the container without a firewall. Warn and
continue so the remaining rules still get installed.
2026-04-17 21:13:06 +02:00
3077b2d669 Teach Claude the autonomous devcontainer test recipe in CLAUDE.md
Covers toolchain sanity check, the root-owned .godot permissions pitfall,
build -> smoke -> Harness loop, Python snippet, visual validation loop,
and non-obvious state shape details. Also fixes the stale Windows-only
Godot path mention.
2026-04-17 21:13:05 +02:00
Samuel Bouchet
5146798f5c Document --dangerously-skip-permissions (YOLO) mode in README
Explains why YOLO is reasonable inside this specific container (bind-mount
scope, firewall allow-list, non-root user, no host secrets mounted) and
flags the residual risks worth knowing: uncommitted work in /workspace,
exfiltration via GitHub / Anthropic, no CPU/RAM limits. Key advice: commit
before long autonomous runs.
2026-04-17 20:50:38 +02:00
Samuel Bouchet
c451a50349 Headless Linux dev container: Godot + .NET + Xvfb for autonomous testing
Claude Code running inside the project's dev container can now build the
game, launch a real Godot instance under Xvfb, and drive the automation
harness end-to-end — no Windows dependency.

Dockerfile adds (as root, before USER node):
- X11 / Mesa software GL / audio runtime deps + python3
- .NET SDK 9.0 via upstream dot.net install script -> /usr/local/dotnet
- Godot 4.6.2-stable mono Linux x86_64 -> /opt/godot/godot
- /usr/local/bin/godot-xvfb wrapper: auto-wraps invocations in
  xvfb-run -a --server-args="-screen 0 1280x720x24 ..."

harness.py picks GODOT_BIN from env, defaults to /opt/godot/godot on
Linux, and auto-wraps the subprocess in xvfb-run when DISPLAY is unset.
Windows code path unchanged.

init-firewall.sh adds api.nuget.org to the allowlist so dotnet restore
works post-boot. Godot + .NET SDK are fetched at image build time, before
the firewall exists.

New docs:
- autonomous_plan.md: design rationale, alternatives considered
- README.md: launch instructions for Windows terminal / Docker Desktop /
  VS Code Dev Containers / WSL2 natif
- CLAUDE.md already documents the harness (done in previous commit)

Validation: docker build succeeds; inside the container, dotnet --version
=9.0.313, godot --version=4.6.2.stable.mono, dotnet test=102/102,
python3 tools/automation/smoke.py passes end-to-end with 14 non-black
1280x720 PNGs. Mission 1 screenshot is visually identical to the Windows
build, and Xvfb determinism is a bonus (det_a.png ≡ det_b.png bytewise).
2026-04-17 16:57:56 +02:00
Samuel Bouchet
8f3b1b39e7 Document automation harness usage in CLAUDE.md 2026-04-16 22:37:20 +02:00
Samuel Bouchet
62a208934c Untrack accidentally committed __pycache__; ignore .pyc 2026-04-16 22:35:18 +02:00
Samuel Bouchet
f86b9abecd Add file-IPC automation harness for autonomous game testing
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.
2026-04-16 22:34:56 +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
358ab48d59 Remove temp plan file, normalize GDD whitespace
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 11:42:07 +02:00
84ab0a1d0f Phase 7: Scroll wheel zoom + camera polish
- 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>
2026-04-10 23:25:09 +02:00
8918140114 Phase 5: Dame (Queen) piece and network levels 7-8
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>
2026-04-10 23:24:14 +02:00
210be72100 Fix stop reset, piece selection visuals, add trajectory preview and menu button
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>
2026-04-10 23:21:38 +02:00
43a3e97f28 Add Godot uid for SfxManager
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:11:19 +02:00
450c069854 Juice pass: procedural SFX, particles, polished visuals
Sound (SfxManager.cs):
- Procedural audio synthesis via AudioStreamWav — no external files
- Distinct tones for place, produce, transfer, deliver, move, destroy, victory
- Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes

Pieces (PieceView.cs):
- Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna
- Drop shadow under each piece for depth
- 3-stop radial gradient (bright center → main → dark rim)
- Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing)
- Cargo indicator pulses gently when carrying

Trajectories (TrajectView.cs):
- Arrowhead at endpoint showing movement direction
- Antialiased lines with piece-matched colors

Cells (CellView.cs):
- Warmer palette: parchment/walnut board, deep forest production, aged gold demand
- Production flash uses warm golden glow instead of white
- Subtle inner shadow for visual depth

Animations (EventAnimator.cs):
- Production: golden particles burst from production cells
- Transfer: cargo slides with 2-particle trail + back-out whip easing
- Destruction: pieces shrink + spin + red particle explosion
- Victory: 40 confetti particles rain across the screen
- All phases trigger appropriate SFX

UI polish:
- ControlBar: styled buttons with rounded corners, disabled states
- MetricsOverlay: fade-in + scale animation, sequential metric reveals
- ObjectivePanel: animated progress bars, styled fills, green flash on completion
- Main: fade-in/out transitions between level select and gameplay

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
e1218b3eaa Normalize indentation in level_01.json
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 22:52:07 +02:00
4afe20842e Add levels 4-6 to level selector, use grid layout
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 22:39:06 +02:00
672b831fc1 Add Pion piece, surplus stock, and levels 4-6
- 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>
2026-04-10 22:03:36 +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
d1926c2b4d Update PLAN.md: mark Phase 2 as done 2026-04-10 15:35:55 +02:00
3120d9835e Phase 2: cargo-type aware transfers via CargoFilter
Add CargoFilter property to PieceState, auto-assigned at placement
by tracing relay chain back to production. TransferResolver now
enforces cargo-type filtering and uses forward-direction sorting
with cargo-aware distance calculations. Prevents cross-route
contamination on multi-cargo boards.

Level 3 restored to dual-cargo (Wood+Stone) with correct 10R+2K stock.
Two new solvability tests validate filter auto-assignment and chain
propagation. All 60 tests green.
2026-04-10 15:35:37 +02:00
2b3d27d295 Fix transfer direction bug, validate GDD levels via red-green testing
- Fix cargo bouncing in relay chains: piece-to-piece transfers now prefer
  receivers farther from production (forward flow) instead of closer (backward)
- Level 2 stock corrected: 4R+1B → 6R+1B to match required solution
- Level 3 simplified to single cargo type (6R+1K) — dual-cargo on 6x6
  requires engine support for cargo-type filtering (Phase 2)
- Add PLAN.md with prototype roadmap (phases 2-6)
- 57 tests passing
2026-04-10 15:25:25 +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