# 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: Surplus stock and puzzle difficulty tuning **Goal**: Levels give more pieces than the minimum, creating genuine puzzle space. - With forward-preferring transfers working, longer chains are viable. - Design levels where the player has choice: multiple valid solutions with different efficiency scores (PiecesUsed, TurnsTaken, CellsOccupied). - Add scoring/star system based on Metrics. - Levels 4-6: increasing board size (8x8, 10x10), more complex wall layouts, multiple productions and demands. ## Phase 4: New piece — Pion (Pawn) **Goal**: Add a one-directional piece for asymmetric relay constraints. - Pion moves forward only (one direction, range 1). - Cheap to place (low piece cost if scoring is added). - Creates interesting constraints: must plan direction of cargo flow. - Test levels specifically designed around Pion usage. ## Phase 5: Network levels and Dame (Queen) **Goal**: Open-ended logistics puzzles with interconnected supply networks. - Multiple productions feeding multiple demands through shared infrastructure. - Dame piece: combines Rook + Bishop movement (range 2, all 8 directions). - Powerful but expensive — forces cost/benefit tradeoffs. - Larger boards (12x12+) with complex wall configurations. - Potential for player-designed levels (level editor data format). ## Phase 6: Godot integration **Goal**: Playable visual prototype. - Board renderer: grid, walls, buildings, pieces. - Drag-and-drop piece placement during Edit phase. - Step/play/pause simulation controls. - Event visualization: cargo movement, transfers, delivery animations. - Victory/defeat screens with Metrics display.