# Chessistics — Prototype Roadmap ## Phase 1: Core solvability (DONE) - Black Box Sim pattern: commands self-apply via `DoApply()`/`AssertApplicationConditions()` - 3 piece types: Rook (orthogonal range 2), Bishop (diagonal range 2), Knight (L-jump) - Relay chain mechanic with shared relay points (collision-free alternating) - Transfer system: production → pieces → demands, 4-adjacency, participation tracking - Victory/defeat: all demands met vs deadline expired ## Phase 2: Cargo-type aware transfers (DONE) - `CargoFilter` property on `PieceState`: optional `CargoType?` restricting accepted cargo - Auto-assigned at placement via relay chain tracing (adjacency to production, then shared relay points with filtered pieces) - `TransferResolver` enforces filter: receivers with mismatched `CargoFilter` are skipped - Forward-direction sorting uses cargo-type-aware `MinDistanceToProduction` to avoid wrong sorting when multiple productions exist - Level 3 restored to dual-cargo (Wood+Stone) with 10R+2K stock - GDD stock corrections: Level 2 = 6R+1B, Level 3 = 10R+2K - 60 tests passing including 2 new CargoFilter tests ## Phase 3: Pion, surplus stock, levels 4-6 (DONE) - Pion: orthogonal range 1, status 1 (lowest), cheap relay maillon - Surplus stock on all levels (more pieces than minimum solution) - Levels 4-6: Le Carrefour (8x8), Le Labyrinthe (8x6), Trois Royaumes (10x8) - Production interval removed: all productions fire every turn - GDD updated with Pion, 6 levels ## Phase 5: Dame, network levels, juice pass (DONE) - Dame (Queen): 8 directions, range 2, status 7 (highest) - Levels 7-8: La Dame Blanche (10x10), Le Grand Reseau (12x10) - Procedural SFX, particles, polished animations, fade transitions - UI bugfixes: stop reset, piece selection visuals, back-to-menu button - Trajectory preview on piece click ## Phase 6: Godot integration (DONE) - Board renderer, piece placement, step/play/pause controls - Event visualization with simultaneous animations per phase - Victory/defeat screens with animated metrics - Production flash, cargo slide trails, destruction particles, confetti ## Phase 7: Zoom, scroll wheel, and camera polish - Mouse scroll wheel to zoom in/out on board - Zoom limits (min/max) to prevent getting lost - Double-click to center on a piece ## Phase 8: Level editor (future) - Player-designed levels via JSON export - In-game editing of board size, walls, productions, demands, stock