Commit Graph

77 Commits (7c2697e4ccc1d05ea9fa026d3b4e02117108bc7a)

Author SHA1 Message Date
VinPropane 7695527a79 NEO-75: address code review doc consistency findings
Update E3.M1/M3 status rows, epic Slice 5 completion note, README HUD
paths, E3S5-04 collapse AC, and strike through resolved review items.
2026-05-24 20:35:32 -04:00
VinPropane 977bcc3b27 NEO-75: capstone manual QA, README loop docs, alignment
Add zero-Bruno gather→refine→make checklist, end-to-end README section,
and mark Epic 3 Slice 5 client capstone complete in module docs.
2026-05-24 20:33:51 -04:00
VinPropane c16b610468 NEO-74: Implement client craft UI, recipe list, and tests.
Add recipe-definitions and craft HTTP clients, scrollable recipe panel with
Craft buttons, CraftFeedbackLabel, refine skill HUD row, GdUnit coverage,
manual QA, and plan/module doc reconciliation.
2026-05-24 19:56:38 -04:00
VinPropane 434226a069 NEO-73: address code review follow-ups.
Emit interaction_request_failed to clear stale gather pending flag;
add deny/HTTP failure tests; update alignment docs and review file.
2026-05-24 19:09:36 -04:00
VinPropane adca7befe0 NEO-73: add manual QA and reconcile implementation plan.
Document gather HUD behavior in client README; mark E3S5-02 AC complete.
2026-05-24 19:07:22 -04:00
VinPropane e7a61a1b3f NEO-72: fix HTTP client header types and strengthen tests.
Use PackedStringArray for request_completed headers so handlers run;
assert inventory payload shape and display_name_for after sync per review.
2026-05-24 18:43:39 -04:00
VinPropane 751fea3db4 NEO-72: add client inventory snapshot HUD and HTTP clients.
Wire GET inventory + item-definitions into InventoryLabel with I-key refresh,
displayName labels, and GdUnit coverage for happy/error paths.
2026-05-24 18:41:24 -04:00
VinPropane 7de8e7ecfd NEO-28: cast target authority, HUD feedback, tests + docs 2026-04-27 21:03:04 -04:00
VinPropane cc1c6f711e NEO-31: request_cast bool for telemetry hook; document cast API in server README 2026-04-27 20:44:40 -04:00
VinPropane eac95f0c27 chore: group Bruno hotbar-loadout and ability-cast under subfolders 2026-04-27 20:27:53 -04:00
VinPropane 7e97eb4c1d NEO-31: ability cast POST, client hotbar keys, tests, Bruno 2026-04-27 20:17:57 -04:00
VinPropane c4b71aac0d NEO-29: enforce test coverage checks in git hooks
Add a pre-commit guard that blocks commits missing required client/server test updates and Bruno requests for route/contract changes, and wire hook installers to install both pre-commit and pre-push hooks.
2026-04-25 22:38:24 -04:00
VinPropane acde9e8145 NEO-29: add HotbarLoadout v1 contract and hydration path
Ship a server-owned hotbar loadout API with Postgres-or-memory persistence so slot bindings survive reconnects in configured environments. Wire client boot hydration and add tests/docs/manual QA to keep the prototype contract and policy explicit.
2026-04-25 22:29:52 -04:00
VinPropane 9c054fbcf2 NEO-27: add Slice 3 telemetry hook-site documentation
Map SelectionEvent to target_changed, reserve ability_cast_requested and ability_cast_denied hook locations, and align plan/manual QA/decomposition docs with TODO(E9.M1) telemetry follow-up.
2026-04-25 21:56:28 -04:00
VinPropane 5127fe59a7 NEO-26: emit selection_event from TargetSelectionClient
Add selection_event signal when lockedTargetId changes; attribute tab, clear,
and server_correction from POST/GET paths. Optional log_selection_events print.
GdUnit coverage; README, E1.M3 snapshot, manual QA, and plan checklist updated.
2026-04-25 19:33:53 -04:00
VinPropane ba667f1581 NEO-25: queue last-wins interact POST when HTTP client is busy 2026-04-24 20:48:50 -04:00
VinPropane 06d9104157 NEO-25: route E/R interact via main _unhandled_key_input for reliable input 2026-04-24 20:44:43 -04:00
VinPropane 0e72d98177 NEO-25: move resource_node anchor clear of Obstacle at (6,1,5) 2026-04-24 20:42:12 -04:00
VinPropane ce54fcc44f NEO-25: world interactables GET, registry rows, fetch-driven Godot props + glow 2026-04-24 20:36:15 -04:00
VinPropane d6ef4fd811 NEO-24: race-free target/select via optional positionHint
Followup #5: after locking alpha, walking into beta's ring, stopping and
pressing Tab could still return `out_of_range` even when client and server
agreed on position (Δ=0). The freshness-kick move-stream POST and the
target/select POST race on separate HTTP connections so the select can be
validated against a stale stored snap.

Extend TargetSelectRequest v1 with an optional positionHint {x,y,z}.
Server uses the hint for the radius check and for the echoed
targetState.validity; the hint is advisory and does not write to the
position store (move-stream stays the sole write path). Client attaches
the hint automatically whenever set_freshness_kick(...) is wired, so
headless unit tests that skip the wiring fall through to the no-hint
behavior. Freshness kick is kept in place to refresh the stored snap for
later validity GETs but is no longer load-bearing for denial correctness.

Server: 3 new tests (hint accepts when stored is stale, hint-far denies,
hint never writes to position store). Client: 1 new test asserting the
hint is in the POST body when wired. All 62 server + 96 client tests
pass.

Plan Decision 8, review follow-up #5, manual QA section 6, and NEO-23
contract notes updated. New bruno request exercises the hint path.
2026-04-21 23:52:20 -04:00
VinPropane a7453eb82f NEO-24: unify prototype target radius at 6 m, overlap rings at origin
All prototype targets now share `PrototypeTargetRegistry.SharedLockRadius`
(= 6 m). Anchors moved to alpha `(-3, 0.5, -3)` and beta `(3, 0, 3)` so
the two 6 m rings overlap ~3.5 m wide centered at origin, letting Tab
flip between targets without locomotion. Spawn `(-5, -5)` keeps alpha
in range (~2.83 m) and beta out (~11.31 m) so the existing soft-lock
denial QA path at spawn still holds.

`prototype_target_constants.gd` mirrors the shared radius + new anchors.
The range-aware Tab picker now **skips the currently-locked id** so Tab
always expresses a swap intent — if the only in-range target is already
locked, the fallback picks the next cycle id and the server denies
(preserves NEO-23's "Tab = visible denial when no swap possible" rule).

Tests:
- Server: new `PlayerTargetStateReaderTests.ComputeValidity_AtOrigin_…`
  asserts both targets report `Ok` at origin. Existing boundary test
  rewritten for the new alpha anchor.
- Client: new `test_tab_from_locked_alpha_at_origin_swaps_to_beta_when_both_in_range`
  and `test_tab_when_only_current_lock_is_in_range_falls_back_to_cycle_for_denial`.
  Existing in-range/out-of-range positions updated for the new layout.

Server 59/59 and client 95/95 suites pass.

Plan Decision 7, review follow-up #4, manual QA section 5 (new "Tab-flip
at origin" overlap sanity), and README updated. Per-target radii will
return with real combat design (E5.M1) — this is a prototype stub.
2026-04-21 23:37:42 -04:00
VinPropane 63fecb1099 NEO-24: range-aware Tab cycle skips out-of-range anchors before POST
Previously Tab from no-lock always picked `ORDERED_IDS[0]` (alpha), so
standing next to beta and pressing Tab was denied with `out_of_range`
even though the client HUD clearly showed beta in range.

Added `PrototypeTargetConstants.next_in_range_id_after(current, world)`
which walks the cycle and returns the first anchor whose client-side
horizontal distance is within the anchor radius.
`TargetSelectionClient.request_tab_next()` prefers that pick when the
player reference is wired (same path `set_freshness_kick` uses) and
falls back to the plain cycle order when nothing is in range so the
server still owns the denial reason.

Server contract (NEO-23) untouched. Tests cover the beta pick, the
nothing-in-range fallback, and the no-player-ref regression. Plan
Decision 6 + review follow-up #3 + README + manual QA updated.
2026-04-21 23:26:56 -04:00
VinPropane e31cd2df68 NEO-24: freshen server position before target-select + surface divergence on HUD
Fix "Tab says denied even though I'm in range of beta": root cause is the
race between the 20 Hz move-stream sampler and the target-select POST. A
Tab press right after the capsule stops can be validated against the
server's last sampled position, which trails the visible capsule by
several meters.

Client-side fixes (server contract unchanged):

- TargetSelectionClient.set_freshness_kick(authority, player): before each
  POST /target/select, submit a move-stream with the current player
  position so the server's stored snapshot is as fresh as possible when
  the range check runs. Wired in main.gd; optional so tests without the
  wiring still pass (regression-covered).
- PlayerPositionLabel now shows a "srv: (x,y,z) Δ=<d>m age=<ms>" line
  populated from PositionAuthorityClient.authoritative_ack, so any
  residual client/server divergence is visible in the HUD and future
  reports can point at it directly.
- Two new tests: select POST kicks exactly one freshness stream with the
  current player position before POSTing, and the kick is a no-op when
  the wiring is absent.

Docs: plan Decision 5, review follow-up #2, manual QA section 5 and
section 1, and client README updated to describe the new behaviors.
2026-04-21 23:21:16 -04:00
VinPropane 71ae829482 NEO-24: add visible target-anchor markers + HUD distance lines
Players reported targeting "feels inconsistent" because the server
PrototypeTargetRegistry anchors (alpha (-5,-5) r=8, beta (8,8) r=4) have
no visible meshes — the only console visible in the scene is the NEO-9
PrototypeTerminal at origin, which is unrelated to NEO-23/24 targeting.

Adds a display-only mirror of the server registry:

- client/scripts/prototype_target_markers.gd spawns a colored mast +
  translucent flat radius ring per anchor so the lock radius is
  visible in-world.
- client/scripts/prototype_target_constants.gd gains ANCHORS with
  position/radius/color, matching PrototypeTargetRegistry.cs. Marked
  display-only; server remains authoritative for validity.
- TargetLockLabel now renders a per-anchor distance line each physics
  tick ("<id>: <d> m / <radius> (in|out)") so players can see the
  relationship between the visible capsule and the lock radius and
  immediately spot client/server position drift.

Also updates README, plan (Decision 4), manual QA (Section 1 boot +
Section 4 locomotion), and the review file's follow-up section to
describe the UX fix.
2026-04-21 23:04:03 -04:00
VinPropane 435a32b3b3 NEO-24: fix movement-driven target refresh via authoritative_ack signal
Review 2026-04-21 caught that the hybrid soft-lock refresh path is
unreachable during normal WASD locomotion. `main.gd` was wiring
`TargetSelectionClient` to `PositionAuthorityClient.authoritative_position_received`,
which only fires on boot sync and move-rejection resync — successful
`move-stream` 200s are intentionally silent to avoid RTT rubber-banding.
So walking out of an alpha/beta radius never triggered the throttled
`GET /target` the HUD depends on, and validity stayed stuck at `ok`.

Add a separate `authoritative_ack(world)` signal on `PositionAuthorityClient`
emitted from both `BOOT_GET` 200 and successful `move-stream` 200, and
switch `TargetSelectionClient` (+ `main.gd`) to it. The snap signal keeps
its current semantics so rubber-band suppression is untouched; the ack
signal is a pure heartbeat that cooldown-throttled consumers can hook.

Also adds an integration test that wires both real clients together (per
the review's suggestion 1) so renames or mis-wires between the two
scripts fail loudly rather than silently skipping the end-to-end path.

- `client/scripts/position_authority_client.gd`: new `authoritative_ack`
  signal; extracted `_parse_world_from_response` helper to share JSON
  parse across `BOOT_GET` and `STREAM_POST`; emit ack from both.
- `client/scripts/target_selection_client.gd`: rename
  `on_authoritative_position_snap` to `on_authoritative_ack`; drop
  `apply_as_snap` gate (no longer meaningful).
- `client/scripts/main.gd`: connect the new signal.
- `client/test/position_authority_client_test.gd`: assert ack on boot
  200 and stream 200.
- `client/test/target_selection_client_test.gd`: rename tests for new
  handler.
- `client/test/target_refresh_on_locomotion_test.gd`: new integration
  suite wiring real authority + target clients.
- Plan Decision 3 + Tests row + Files-to-modify row updated.
- `docs/reviews/2026-04-21-NEO-24.md`: committed with blocking issue +
  suggestions struck through with `Done.` notes per
  planning-implementation-docs rule.
- `docs/decomposition/modules/documentation_and_implementation_alignment.md`:
  E1.M3 row now reflects NEO-24 landed.
- `client/README.md` + `docs/manual-qa/NEO-24.md`: refreshed signal names
  so the soft-lock refresh description matches the wiring.

Tests: 88/88 GdUnit headless passed locally.
2026-04-21 22:35:41 -04:00
VinPropane ee572e3661 NEO-24: client tab-target + lock HUD synced to server
Adds `TargetSelectionClient` (Godot, HTTP to NEO-23 targeting endpoints):
- Tab cycles ids in ascending order matching `PrototypeTargetRegistry`
  (`prototype_target_alpha`, `prototype_target_beta`) and wraps.
- Esc clears by POSTing with `targetId` omitted.
- UI always paints from the server's authoritative `targetState`
  (success and denials alike); `UICanvas/TargetLockLabel` shows
  `lockedTargetId`, `validity`, `sequence`, and (on deny) `reasonCode`.
- Movement-triggered refresh: while a lock is held, subsequent
  `authoritative_position_received` snaps fire a throttled GET
  (~250 ms cooldown) so `validity` flips to `out_of_range` after
  locomotion without duplicating server radius math on the client.

Registers `target_tab` (Tab) / `target_clear` (Esc) in `project.godot`;
documents bindings + manual QA in `client/README.md`.

Tests: `target_selection_client_test.gd` covers GET parse, tab ordering
from empty/alpha/wrap, POST body shape, denial preserves server state,
clear omits targetId, movement refresh fires only while locked, cooldown
collapses bursts to one GET, and `apply_as_snap=false` is ignored.
All 85 client GdUnit cases pass; gdlint and gdformat clean.

See `docs/plans/NEO-24-implementation-plan.md`.
2026-04-21 22:14:16 -04:00
VinPropane c79c58c298 NEO-22: Unit-test WASD locomotion pure helpers
Extract static helpers (floor-ray continuation, median feet Y, micro-slip
XZ projection, wish-aligned horizontal velocity) from the tick path so
GdUnit can cover seam math without physics doubles. Add
player_locomotion_wasd_test.gd, document in README, and update NEO-22
plan/review.
2026-04-17 20:16:25 -04:00
VinPropane a4095cb9bf NEO-22: Remove click-to-move client and legacy move POST/verify
Delete ground_pick and GroundPick wiring; PositionAuthorityClient now only
boot GET and move-stream POST. main.gd snaps on authoritative position only.
Update client/server READMEs, cursor rule example, NEO-22 plan note, and
GdUnit authority tests (stream 400 + boot resync).
2026-04-17 20:06:46 -04:00
VinPropane 6cc2ac60d4 NEO-22: stop applying move-stream HTTP body as client teleport
Successful move-stream responses echoed server position roughly one RTT behind
integrated move_and_slide, so apply_as_snap still fired whenever dh exceeded
the locomotion skip threshold. Treat stream 200 as ack-only: do not emit
authoritative_position_received. Boot GET and click-move verify unchanged.
Update README + GdUnit expectation.
2026-04-17 19:34:45 -04:00
VinPropane 878b1f4aee NEO-22: fix stream rubber-banding (coalesce, idle gate, soft snap)
Queue only latest move-stream target per POST; clear pending while busy.
Skip stream submits when idle; skip tiny authoritative snaps after boot.
2026-04-17 19:27:10 -04:00
VinPropane a2c6c9f93e NEO-22: add move-stream API and WASD client locomotion
Introduce POST /game/players/{id}/move-stream with ordered targets, full-chain
validation before apply, and PositionStateResponse. Godot client uses camera-
relative WASD, queues samples, and snaps to stream responses; debug builds keep
click-to-move via ground_pick. Update READMEs, E1.M1 snapshot, and tests.
2026-04-17 19:21:33 -04:00
VinPropane a7ad695143 NEON-29: Apply stashed WIP (main.tscn, movement validation, docs) 2026-04-13 13:24:05 -04:00
VinPropane 4a51e64f25 Merge branch 'main' into NEON-29-expand-prototype-district 2026-04-13 13:22:51 -04:00
VinPropane 7e17ff563b chore: point docs and rules at Linear NEO issue ids
Migrate Jira NEON-* references to Linear NEO-* and linear.app links in
docs, Cursor rules, READMEs, and traceability comments. Renamed
implementation plans and dated reviews to NEO filenames.

Branch is based on origin/main with this commit only (no NEON-29
gameplay chain). client/README follows main’s district/map copy;
player.gd matches main aside from NEO-14 debug trace prefixes.
2026-04-13 13:15:32 -04:00
VinPropane 1f6625c659 NEON-29: Fix nav column steer ping-pong — path lookahead + air bee-line 2026-04-12 18:03:47 -04:00
VinPropane 7666cce7e5 NEON-29: Ledge fall — multi foot probes + zero snap when void
Single center ray + flat floor-normal gate missed tilted lip contacts
and still hit deck under capsule center while leading edge hung over void.
Moving FLOOR_SNAP_MOVING then cancelled gravity each tick.

Sample down rays at center and offsets along walk direction; depth 0.32;
set floor_snap_length 0 when is_on_floor but no probe hit.
2026-04-12 17:56:56 -04:00
VinPropane 6cb66d7567 NEON-29: Walk gravity when is_on_floor but feet probe finds void
Jolt + floor snap could keep is_on_floor true over open space toward a
lower click target, so vy stayed 0 until arrival. Add a short downward
ray under the capsule feet (WALK_SUPPORT_PROBE_DEPTH) and apply gravity
when no upward-facing hit is close, only on fairly level floor normals.
2026-04-12 17:50:09 -04:00
VinPropane 2821c5973b NEON-29: Fix nav path steer ping-pong (get_next_path_position)
Vertical+column branch scanned path for first point with XZ offset >5 cm;
Jolt moved the body across that edge each tick and flipped the chosen
waypoint → 180° velocity oscillation (vlat && ncol).

Use NavigationAgent3D.get_next_path_position() when navigation not
finished; fall back to auth goal when finished or degenerate.
2026-04-12 17:37:48 -04:00
VinPropane 103f8bbe19 NEON-29: Add approach treads for green, gold step, violet terrace.
TerracePlatformC_Approach (PCS_*): four cardinals, 7.2 m arms, ~0.104 m rise.
TerraceStepB_Approach (TSB_*): S/E/W, 6.2×1.0 m NS treads.
TerracePlatformB_Approach (TPB_*): N/E/W with six risers for 0.6 m to floor;
south uses existing gold step. New ramp-tint materials. README + plan.
2026-04-12 16:43:02 -04:00
VinPropane dbd9d67f45 NEON-29: Cap step assist to navigation agent_max_climb (0.35 m).
TerracePlatformB top is ~0.6 m above the floor; agent_max_climb only
limited nav links, while chained step assist could still climb in one
click. Refuse assist when goal surface is more than 0.35 m above feet
so the gold TerraceStepB path (or a second click) is required.
2026-04-12 01:12:10 -04:00
VinPropane e448075797 NEON-29: Bee-line walk to goal; nav path only for vertical routing.
Default get_next_path_position steering caused crawl/stuck behavior with
Jolt at 120 Hz. Steer XZ toward the authoritative target always except
when the goal surface is meaningfully above/below the feet and the
player is within DIRECT_APPROACH_RADIUS — then use the baked path for
ramps/treads. Update README and NEON-29 plan.
2026-04-12 01:07:35 -04:00
VinPropane 44984780d4 NEON-29: Widen TerracePlatformA approach treads past capsule width.
Tread run was 0.45 m vs 0.8 m capsule diameter, causing straddle stuck
on stairs and blocked motion toward edges when exiting. Use 1.0 m
depth (NS/WE boxes), recenter PAS_* transforms flush to the lip.
Tighten NavigationAgent path/target desired distance 0.35 to 0.22.
2026-04-12 00:59:40 -04:00
VinPropane bfa932c834 NEON-29: TerracePlatformA cardinal approach treads (geometry fix)
Twelve walkable StaticBody treads (three per side) bridge floor to teal
lip; darker teal material. Fixes Jolt/box-lip stuck when script-only
mitigations had no user-visible effect. README + plan note.
2026-04-12 00:49:37 -04:00
VinPropane d81e915a0a NEON-29: Teal pad lips — wall normal assist, rim descend, +12mm lift
Step assist: use is_on_wall + get_wall_normal opposing want; keep slide loop
with dot < -0.02.

Descend: relax floor_block on shallow floor normal at internal edges; widen
vertical-ish slide threshold slightly.

Raise TerracePlatformA Y by 0.012 m vs main floor for coplanarity.
2026-04-12 00:42:25 -04:00
VinPropane b4c0defc29 NEON-29: Distinct colors for terraces and floor slab
TerracePlatformA teal, TerraceStepB gold, TerracePlatformB violet,
TerracePlatformC green; explicit neutral floor material. README props
table adds tint column and material ids for communication.
2026-04-12 00:40:32 -04:00
VinPropane 81ceeaab27 NEON-29: Doc fix — lip QA on TerracePlatformA, not Terrace B
Clarify README, plan, and player.gd comments: screenshots were the large
SE pad (10×10, 0.3 m step), not the NW TerraceStepB/TerracePlatformB pair.
2026-04-12 00:39:04 -04:00
VinPropane 7d03b17136 NEON-29: Remove descend bypass; fix walk gravity on terraces
Applying gravity whenever the nav goal was below feet stayed true for the
entire walk across TerracePlatformB (feet ~0.6 m vs floor goal Y=0),
corrupting horizontal velocity and slide behavior.

Drop the descend bee-line branch; follow the nav mesh for vertical routing.
Restore full horizontal velocity set with vy=0 and air-only gravity.
Update README and NEON-29 plan to match.
2026-04-12 00:32:02 -04:00
VinPropane 6b471b2102 NEON-29: Fix walk steering when goal shares XZ; air gravity; player mask
- _set_horizontal_velocity_toward: optional fallback xz when delta.xz ~ 0 (avoids +X hack).
- Direct-approach branch: if horiz_dist to goal is ~0 but not arrived vertically, steer
  using the first navigation path point with horizontal separation.
- Apply get_gravity()*delta while walking and not on_floor so capsules land and Jolt
  registers floor contacts.
- Set Player collision_mask=3 explicitly; README collision bullet updated.
2026-04-11 23:46:09 -04:00
VinPropane ae66b6b313 NEON-29: Fix player–world collision pairing (env mask includes layer 2)
Player uses collision_layer 2 so camera pick rays (mask 1) skip the capsule.
Static bodies defaulted to collision_mask 1, so they never scanned layer 2 and
Godot produced no floor/wall contacts—walk appeared stuck with is_on_floor
false. Set collision_mask=3 on all NavigationRegion3D StaticBody3D walkables
and occluders; bumps inherit from Floor at spawn. Document the pairing in README.
2026-04-11 23:42:14 -04:00
VinPropane afb810db9d NEON-29: correct README — FarPad no longer rejects, only pedestal top does
Horizontal distance was never a valid rejection reason; remove references
to FarPad as a reject target and clarify that MaxVerticalStep (pillar top)
is the only remaining server rejection criterion.
2026-04-11 18:20:43 -04:00