Add IEncounterCompleteEventStore with in-memory implementation, record
events on successful TryCompleteAndGrant, and expand reward_delivery
hook comments for future QuestRewardBundle routing.
In-memory IEncounterProgressStore and IEncounterCompletionStore with
EncounterProgressOperations for activation, defeat tracking, and
all-targets-defeated checks; unit tests and docs.
Thin IEncounterDefinitionRegistry / IRewardTableDefinitionRegistry adapters
over NEO-101 catalogs with TryNormalizeKnown, DI registration, and 18 AAA tests.
Add explicit HTML slice anchors to epic_05, restore deep links across E5
backlogs and plans, fix E5M2 NEO-98 resolve vocabulary and E5.M3 Linear row,
and record review follow-up as Done.
Telegraph damage now looks up behavior attackAbilityId for baseDamage and
maxRange instead of using aggroRadius. Adds three NPC attack abilities, maxRange
on AbilityDef, attackAbilityId on NpcBehaviorDef, and cross-ref validation.
Clear threat holder and reset runtime to idle when combat-target HP
is defeated — on cast accept and as an AdvanceOne guard so telegraph
cycles cannot continue after the killing blow.
Replace NEO-93 placeholder comments with full telegraph_fired and
npc_state_transition E9.M1 anchors in NpcRuntimeOperations; document
in server README and E5.M2 module alignment.
Introduce IThreatStateStore with first-hit acquire on damaging casts
and deterministic leash clears on player move and pre-acquire checks.
Co-authored-by: Cursor <cursoragent@cursor.com>
Replace alpha/beta dummies with PrototypeNpcRegistry (melee/ranged/elite),
per-archetype max HP from INpcBehaviorDefinitionRegistry, and updated
server tests + Bruno smokes. Documents breaking client change for NEO-97.
Co-authored-by: Cursor <cursoragent@cursor.com>
Add IPlayerGigProgressionStore (in-memory + Postgres V007), GET
/gig-progression snapshot, and CombatDefeatGigXpGrant on cast accept
when targetDefeated — 25 XP to breach, outside E2.M2 skill XP.
Includes tests, Bruno, README, manual QA, and plan reconciliation.
Add dev combat-targets fixture reset endpoint, Bruno pre-request helper, and enable fixture in CI Bruno step so combat-targets tests run after ability-cast defeat spine.
Invoke CombatOperations.TryResolve after E1 gates; nested combatResolution
on accept; per-ability catalog cooldown; target_defeated deny without
cooldown. Tests, Bruno defeat spine, README and module docs updated.
Pure server combat resolution applies catalog damage via the health store,
denies re-hits on defeated targets, and validates unknown ability/target ids.
Place item_crafted and craft_failed TODO(E9.M1) anchors in
CraftOperations.TryCraft; document in server README and mark E3.M2
Slice 3 server backlog complete.
Rename wire DTO to PlayerCraftRequest, add store-missing and default-quantity
API tests, improve Bruno deny isolation, README success sample, and doc nits.
Wire POST /game/players/{id}/craft to CraftOperations with CraftResponse DTOs,
integration tests, gather→refine→make Bruno folder, and module/README updates.
Nest gather_node_depleted hook in remainingGathers == 0 guard,
add E3M1-08 deny-branch out-of-scope note, and give README NEO-64
its own subsection anchor.
Thin adapter over ItemDefinitionCatalog mirroring NEO-35 skill registry;
registers singleton in AddItemDefinitionCatalog with TryGetDefinition,
GetDefinitionsInIdOrder, and AAA unit + host DI tests.
Batch skillXp then resetPerkState with XP rollback; 400 for invalid skillXp;
MasteryFixtureApi gate tests; README fixture vs grant semantics; Bruno GET playerId.
Replace fixture player ids with POST …/__dev/mastery-fixture (resetPerkState,
absolute skillXp). Bruno deny tests set state in pre-request on dev-local-1.
Gated to Development/Testing or Game:EnableMasteryFixtureApi.
Seed neo48-perk-fresh and neo48-perk-branch via Game:FixturePlayerIds;
level_too_low uses isolated fresh player, branch_already_chosen sets up
neo48-perk-branch in pre-request instead of skipping on shared state.
GET/POST /game/players/{id}/perk-state with versioned JSON, engine-backed
branch selection, PerkStateApiTests, Bruno collection, README, and E2.M3 alignment.
Mirror validate_content.py gates in MasteryCatalogLoader, expose IMasteryCatalogRegistry, cross-check skillIds against the skill catalog, and enforce tierIndex 1..N per track.
Replace placeholder XP level math with content-backed thresholds validated in CI and at server boot, and update docs/manual QA/review artifacts to reflect NEO-39 delivery and follow-up fixes.
Register SkillDefinitionCatalog from content/skills with JsonSchema.Net validation
mirroring validate_content.py and the prototype Slice 1 gate. Resolve paths via
Content:SkillsDirectory or discovery from AppContext.BaseDirectory. Eager-load
after WebApplication build so bad catalogs block startup. Add unit and host
tests, pin test factories to repo skills, document config in server/README, add
manual QA checklist, and extend Bruno GET /health smoke tests.
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.
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).
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.
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.
Align plan, client/server README, E1.M1 snapshot, and code review note with
the chosen design: descend bypass favors smooth stepped surfaces; multi-click
around obstacles is OK. NS-24 remains for idle jitter.
Wire IPositionStateStore to Npgsql when ConnectionStrings:NeonSprawl is set,
with versioned DDL under server/db/migrations and a shared PostgresPositionBootstrap
for schema plus dev-player seeding at host startup. In-memory tests override Postgres
registrations when CI sets the connection string globally.
Add GitHub Actions Postgres service for dotnet test, server README updates,
decomposition and implementation-plan docs, code review write-up, and C# brace
conventions in csharp-style rule.
Implement E1.M1 intent → authority: POST /game/players/{id}/move with v1 JSON
MoveCommandRequest (snap + sequence), extend in-memory store and
PositionStateApi. Godot client splits ground_pick and position_authority_client
with thin main.gd; snap_to_server on player.
Tests live under NeonSprawl.Server.Tests/Game/PositionState/ with AAA layout
and MethodName_ShouldExpectedOutcome_WhenScenario naming. Debug builds use
UseAppHost=false so Linux IDEs resolve .NET 10 from a user-local SDK.
Add NS-16 implementation plan, code review doc, godot-client-script-organization
rule, csharp test layout/naming rules, and refresh E1.M1 / alignment docs.
Server and client README updates include move API, prerequisites, and Rider
notes.
Made-with: Cursor