- 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>
2.2 KiB
2.2 KiB
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)
CargoFilterproperty onPieceState: optionalCargoType?restricting accepted cargo- Auto-assigned at placement via relay chain tracing (adjacency to production, then shared relay points with filtered pieces)
TransferResolverenforces filter: receivers with mismatchedCargoFilterare skipped- Forward-direction sorting uses cargo-type-aware
MinDistanceToProductionto 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: 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.