docs(02-03): complete harvest-journal-fragments plan
Plan 02-03 (Wave 1 second plan) executed in sequential mode. 3 atomic commits + this metadata commit: -f192e82— Season-1 fragments + sim/memory selector + harvest/compost -572c861— journal + reveal modal + harvest pointer wiring -39bfcd2— scripts/check-bundle-split.mjs (PIPE-02 structural verifier) Outcomes: - 217/217 tests green (was 163; +54 new this plan) - npm run ci exits 0 with check:bundle-split integrated AFTER build - GARD-03 / GARD-04 / MEMR-01..06 / PIPE-02 satisfied end-to-end - The full Season-1 active-play loop works on real authored content: plant → grow → ready → click → harvest (deterministic, gated, no-dup, sentinel fallback for Pitfall 8) → reveal modal pops with full text → close → fragment files into journal under Season 1 → journal icon appears (D-23 first-harvest gate, invisible before) → click opens full-screen Memory Journal grouped by Season (D-24, MEMR-05 selectable DOM) - 17 Season-1 fragments authored in bible voice (9 warm + 3 contemplative + 2 heavy + 1 _meta sentinel + 2 long-form Markdown) - Plant-type unlock thresholds finalized (Plan author's discretion within D-05): rosemary @ 0 / yarrow @ 3 / winter-rose @ 6. Pitfall 10 boundaries pinned (locked at 2/5, unlocked at 3/6). - Pool-exhaustion sentinel chosen over repeat-most-recent — preserves no-dup invariant; warm pool depth ≥9 makes the sentinel structurally unreachable in normal Phase-2 play - compost-acknowledgements.ink content shipped ahead of Plan 02-04's Ink runtime; Garden.ts has TODO at the wiring point - PIPE-02 structurally verified by scripts/check-bundle-split.mjs (Vitest- importable Node ESM with runCheck() export) Phase 2 progress: 3/5 plans complete (Wave 0 + both Wave 1 plans). Wave 2 (02-04 lura-gate-beats + 02-05 letter-settings-e2e) is the only remaining Phase-2 work. SUMMARY at .planning/phases/02-season-1-vertical-slice-soil/02-03-harvest-journal-fragments-SUMMARY.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -3,15 +3,15 @@ gsd_state_version: 1.0
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milestone: v1.0
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milestone_name: milestone
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status: in_progress
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stopped_at: "Phase 2 Wave 1 (Plan 02-02 begin-plant-grow) complete. 3 atomic commits: e82a11b (sim/garden — types, plants table, growth state machine, plantSeed), 537016b (render layer + Garden scene + scheduler integration), 414a554 (begin screen + seed picker + ui-strings + lazy content split). 163/163 tests green; npm run ci exits 0. GARD-01 / GARD-02 / AEST-07 / UX-01 requirements landed end-to-end. Begin → Plant → Grow vertical slice operational on Phaser primitives; Pitfall 5 mitigated (synchronous-inside-click AudioContext bootstrap); Assumption A5 verified (Phaser.Scale.FIT seed-picker positioning works without modification). Wave 1 plan 02-03 (harvest-journal-fragments) builds on src/sim/garden + src/render/garden + src/ui/garden surfaces shipped here. Wave 2 (02-04 lura-gate-beats + 02-05 letter-settings-e2e) still queued. Next: /gsd-execute-phase 2 to continue with Plan 02-03."
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last_updated: "2026-05-09T14:00:00.000Z"
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stopped_at: "Phase 2 Wave 1 (Plan 02-03 harvest-journal-fragments) complete. 3 atomic commits: f192e82 (Season-1 fragments + sim/memory selector + harvest/compost commands), 572c861 (journal + reveal modal + harvest pointer wiring), 39bfcd2 (PIPE-02 structural verifier scripts/check-bundle-split.mjs). 217/217 tests green (was 163; +54 new); npm run ci exits 0 with check:bundle-split integrated. GARD-03 / GARD-04 / MEMR-01..06 / PIPE-02 requirements landed end-to-end. The full Season-1 active-play loop is operational: plant → grow → harvest (deterministic mulberry32-seeded fragment selection, gated by Season + tonal register, no-dup, sentinel fallback for Pitfall 8) → reveal modal (D-25, MEMR-05 selectable DOM) → close → journal icon appears (D-23 first-harvest gate) → opens full-screen Memory Journal grouped by Season (D-24). 17 Season-1 fragments authored in bible voice. Plant-type unlocks: rosemary @ 0 / yarrow @ 3 / winter-rose @ 6 (Pitfall 10 boundary-tested). compost-acknowledgements.ink content shipped ahead of Plan 02-04's Ink runtime. Wave 2 (02-04 lura-gate-beats + 02-05 letter-settings-e2e) is the only remaining Phase-2 work. Next: /gsd-execute-phase 2 to continue with Plan 02-04."
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last_updated: "2026-05-09T14:08:00.000Z"
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last_activity: 2026-05-09
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progress:
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total_phases: 8
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completed_phases: 1
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total_plans: 8
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completed_plans: 9
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percent: 16
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completed_plans: 10
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percent: 18
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---
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# Project State
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@@ -21,16 +21,16 @@ progress:
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See: .planning/PROJECT.md (updated 2026-05-08)
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**Core value:** Every idle mechanic must function as a metaphor that the player absorbs without being told. When economy and meaning conflict, meaning wins.
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**Current focus:** Phase 02 — Season 1 Vertical Slice (Soil) — Wave 0 done; Wave 1 in progress (02-02 done, 02-03 next); Wave 2 queued
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**Current focus:** Phase 02 — Season 1 Vertical Slice (Soil) — Wave 0 done; Wave 1 done (02-02 + 02-03); Wave 2 (02-04 + 02-05) is the only remaining Phase-2 work
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## Current Position
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Phase: 02 (season-1-vertical-slice-soil) — 2/5 plans complete (Wave 0 + Wave 1 first plan)
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Plans: 5 of 5 created (3 waves); Wave 0 (02-01) DONE; Wave 1 first plan (02-02) DONE; Wave 1 second plan (02-03) ready; Wave 2 queued
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Status: Plan 02-02 begin-plant-grow executed in sequential mode — 3 atomic commits, 35 new tests (163/163 total green), npm run ci exits 0. GARD-01 / GARD-02 / AEST-07 / UX-01 satisfied end-to-end on Phaser primitives. Begin → Plant → Grow vertical slice operational. Pitfall 5 mitigated; Assumption A5 verified.
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Last activity: 2026-05-09 -- Plan 02-02 execute complete
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Phase: 02 (season-1-vertical-slice-soil) — 3/5 plans complete (Wave 0 + both Wave 1 plans)
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Plans: 5 of 5 created (3 waves); Wave 0 (02-01) DONE; Wave 1 (02-02 + 02-03) DONE; Wave 2 (02-04 + 02-05) queued
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Status: Plan 02-03 harvest-journal-fragments executed in sequential mode — 3 atomic commits, 54 new tests (217/217 total green), npm run ci exits 0 with check:bundle-split integrated. GARD-03 / GARD-04 / MEMR-01..06 / PIPE-02 satisfied end-to-end. Full Season-1 active-play loop operational: plant → grow → harvest (deterministic, gated, no-dup) → reveal modal → journal. 17 Season-1 fragments authored. Pitfall 8 (sentinel fallback) + Pitfall 10 (post-commit unlock thresholds) both mitigated.
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Last activity: 2026-05-09 -- Plan 02-03 execute complete
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Progress: [█░░░░░░░░░] 16%
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Progress: [██░░░░░░░░] 18%
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## Verification Results
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@@ -61,21 +61,21 @@ Gates run: lint (exit 0), test (53/53 green, 12 files), validate:assets (2 asset
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**Velocity:**
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- Total plans completed: 9 (1 partial — 01-05 Task 2 deferred via IOU)
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- Average duration: ~5 min (Wave 1 baseline 6min; Wave 2 plans 4–8min; Plan 07 ~2min; Plan 02-01 ~12min; Plan 02-02 ~18min — Phase-2 vertical-slice plans are heaviest)
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- Total execution time: ~60 min across Phase 1 + Phase 2 Wave 0 + Wave 1 first plan
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- Total plans completed: 10 (1 partial — 01-05 Task 2 deferred via IOU)
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- Average duration: ~5 min (Wave 1 baseline 6min; Wave 2 plans 4–8min; Plan 07 ~2min; Plan 02-01 ~12min; Plan 02-02 ~18min; Plan 02-03 ~12min — Phase-2 vertical-slice plans are heaviest)
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- Total execution time: ~70 min across Phase 1 + Phase 2 Wave 0 + Wave 1 (both plans)
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**By Phase:**
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| Phase | Plans | Total | Avg/Plan |
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|-------|-------|-------|----------|
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| 1. Foundations & Doctrine | 7/7 (complete) | ~30 min | ~5 min |
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| 2. Season 1 Vertical Slice (Soil) | 2/5 (Wave 0 + Wave 1 first plan complete) | ~30 min | ~15 min |
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| 2. Season 1 Vertical Slice (Soil) | 3/5 (Wave 0 + Wave 1 complete) | ~42 min | ~14 min |
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**Recent Trend:**
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- Last 5 plans: [01-05 asset-provenance (partial) · 01-06 doctrine-docs · 01-07 ci-workflow · 02-01 foundations · 02-02 begin-plant-grow — all green]
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- Trend: ↗ (02-02 was 18 min — heavier still than 02-01 because it spans every architectural tier: sim → render → game → ui → content; 35 new tests + the first end-to-end vertical slice on Phaser primitives)
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- Last 5 plans: [01-06 doctrine-docs · 01-07 ci-workflow · 02-01 foundations · 02-02 begin-plant-grow · 02-03 harvest-journal-fragments — all green]
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- Trend: → (02-03 was 12 min — sim/memory + journal UI tier without a new render layer; the architectural firewall edges 02-02 shipped carry over directly so 02-03 is "just" the second half of the active-play loop on top of established surfaces; +54 new tests for 217/217 total green)
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*Updated after each plan completion*
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@@ -94,6 +94,11 @@ Recent decisions affecting current work:
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- Plan 02-02 (Wave 1): GRID_LAYOUT origin-centering math corrected during execution — gridOriginX=296 / gridOriginY=168 (not the plan's 240/144 hedged "≈" values). True-centered in 1024×768.
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- Plan 02-02 (Wave 1): Phaser 4 cannot be imported under happy-dom — its boot probe `checkInverseAlpha` calls `canvas.getContext('2d')` which returns null. SeedPicker test mocks src/game/event-bus to avoid pulling Phaser into the test runtime; Phaser scene behavioral coverage is the Plan 02-05 Playwright e2e's job (RESEARCH Validation Architecture explicitly states render-tier needs a real canvas).
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- Plan 02-02 (Wave 1): Audio bootstrap is module-level state (not React useState) so the click handler can call it synchronously — Pitfall 5 (iOS Safari requires AudioContext construction inside the gesture, not just resume) is mitigated structurally.
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- Plan 02-03 (Wave 1): Pool-exhaustion behavior chosen — sentinel fallback (`season1.soil._exhaustion`), NOT repeat-most-recent. Repeat-most-recent would silently re-grow `harvestedFragmentIds` past the corpus size, breaking the no-dup invariant downstream consumers (Journal de-dup, Lura beat counters, letter slot vocabulary) depend on. Authored warm pool ≥9 makes the sentinel structurally unreachable in normal Phase-2 play; it's a defensive structural fallback only.
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- Plan 02-03 (Wave 1): Plant-type unlock thresholds finalized — rosemary @ 0 / yarrow @ 3 / winter-rose @ 6. Spaced before Lura's mid-beat (4th harvest) and farewell beat (8th harvest) per D-14, so unlocks land in tonal alignment with the arc's turns. Pitfall 10 mitigation: thresholds checked AFTER the harvest commit (3 explicit boundary tests).
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- Plan 02-03 (Wave 1): Garden scene loads fragments via the EAGER `fragments` corpus filtered to Season 1, NOT via `await loadSeasonFragments(1)`. Trade-off: simpler synchronous create() vs. INEFFECTIVE_DYNAMIC_IMPORT warnings inherited from Plan 02-02. Lazy plumbing is structurally proven by `scripts/check-bundle-split.mjs`; Phase 4+ should swap to lazy when Season transitions land.
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- Plan 02-03 (Wave 1): Compost beat content shipped in `content/dialogue/season1/compost-acknowledgements.ink` ahead of Plan 02-04's Ink runtime; Garden.ts compost branch carries a TODO at the wiring point. The split lets the writer iterate on voice independently of runtime work.
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- Plan 02-03 (Wave 1): PIPE-02 verifier `scripts/check-bundle-split.mjs` is structured as Vitest-importable Node ESM (`runCheck()` exported, CLI gated by `import.meta.url`). Pattern reusable for Phase 4 Season-2 onboarding (extend known-content list) and Phase 8 visual-regression baselines (different filename heuristics, same export shape).
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- Phases 4-7 deliver the remaining six Seasons in mechanic-introducing pairs (Season 2 alone with prestige, Seasons 3-4, Seasons 5-6, Season 7 alone) — at most one new mechanic per Season per the scope-defense doctrine.
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- Plan 01-01: scaffolded by hand (the official `npm create @phaserjs/game@latest` is interactive-only — `--template react-ts --yes` flags are silently ignored as of create-game v1.3.2); plan's documented fallback path was used. Vite 8 + TS 6 referenced-projects tsconfig layout adopted; `build` runs `tsc -b && vite build` so strict-TS gates every build. ESLint 9 installed → Plan 02 must use **flat config** (`eslint.config.js`), not legacy `.eslintrc.*`.
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- Plan 01-01: pre-installed `fake-indexeddb@^6` here so Plan 03 doesn't have to re-edit `package.json`. All Phase-1 dep versions match RESEARCH.md exactly within their `^` ranges.
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@@ -124,5 +129,5 @@ Items acknowledged and carried forward:
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## Session Continuity
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Last session: 2026-05-09
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Stopped at: Phase 2 Wave 1 first plan (Plan 02-02 begin-plant-grow) executed in sequential mode — 3 atomic commits (e82a11b, 537016b, 414a554), 35 new tests, 163/163 total green, npm run ci exits 0. GARD-01/GARD-02/AEST-07/UX-01 building blocks landed end-to-end on Phaser primitives. SUMMARY at .planning/phases/02-season-1-vertical-slice-soil/02-02-begin-plant-grow-SUMMARY.md.
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Next action: `/gsd-execute-phase 2` to continue with Plan 02-03 (harvest + journal + fragments) on top of the sim/garden + render/garden + ui/garden surfaces shipped in 02-02. Wave 2 (02-04 lura-gate-beats + 02-05 letter-settings-e2e) follows after both Wave 1 plans complete.
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Stopped at: Phase 2 Wave 1 second plan (Plan 02-03 harvest-journal-fragments) executed in sequential mode — 3 atomic commits (f192e82, 572c861, 39bfcd2), 54 new tests, 217/217 total green, npm run ci exits 0 (with check:bundle-split integrated). GARD-03/GARD-04/MEMR-01..06/PIPE-02 satisfied end-to-end. The full Season-1 active-play loop is operational on real authored content; sentinel fallback (Pitfall 8) and Pitfall 10 plant-unlock boundary both pinned by Vitest. SUMMARY at .planning/phases/02-season-1-vertical-slice-soil/02-03-harvest-journal-fragments-SUMMARY.md.
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Next action: `/gsd-execute-phase 2` to continue with Plan 02-04 (Lura's Ink dialogue + gate beats — 1st/4th/8th harvest thresholds) on top of the harvest pipeline shipped in 02-03. Plan 02-04 will swap the compost-acknowledgements TODO at src/game/scenes/Garden.ts for the inkjs runtime path. Plan 02-05 (offline catchup + letter + Settings + Playwright e2e) is the final Phase-2 plan.
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