Commit Graph

6 Commits

Author SHA1 Message Date
josh c90f8f1e5c feat(02-04): ink compilation pipeline + 4 authored Season-1 Ink files + runtime loader
- scripts/compile-ink.mjs: build-time inklecate runner using bundled binary
  (BLOCKER 4 — uses node_modules/inklecate/bin, not stale -windows/-mac path strings).
  Assumption A6 verified first-try on Windows; the same binary path resolution
  works on macOS + Linux per the wrapper's own getInklecatePath convention.
- scripts/compile-ink.test.mjs: 3 Vitest cases proving the compiler runs +
  emits valid JSON with inkVersion. wipe=false for the test path so it can
  run in parallel with the ink-loader test without racing on the wipe step.
- 4 Season-1 .ink files authored in voice (Lura warmth-anchor, gardener-keeper
  for compost): lura-arrival.ink, lura-mid.ink, lura-farewell.ink,
  compost-acknowledgements.ink (rewrite of Plan 02-03 scaffolded version into
  VAR-driven branch shape consumable by the runtime).
- src/content/ink-loader.ts: loadInkStory + bindGardenStateToInk +
  INK_VARIABLE_MAP. Centralized snake_case slot mapping per Pitfall 4. UTF-8
  BOM stripped before Story instantiation.
- src/content/ink-loader.test.ts: 8 cases — Story instantiation for all 4
  beats, fragment_count binding, Pitfall 4 snake_case enforcement, silent
  skip for stories missing declared vars.
- package.json: build now runs compile:ink first; ci chain runs compile:ink
  before test so ink-loader.test.ts's precondition check passes.
- .gitignore: src/content/compiled-ink/ excluded (regenerated on every build).

npm run ci exits 0; 11 new tests green (228 total).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 10:24:40 -04:00
josh 572c86192f feat(02-03): journal + reveal modal + harvest pointer wiring
Task 2 of Plan 02-03: ship the Memory Journal UI surfaces (D-23/D-24/D-25)
and wire harvest + compost pointer events through the Garden scene to the
sim → store → React reveal flow.

src/ui/journal/ (new module):
- Journal.tsx — full-screen modal (D-24); fragments grouped by Season;
  DOM-rendered text with userSelect: text per MEMR-05; reads
  harvestedFragmentIds from the store; resolves ids against the eager
  `fragments` corpus (defensive — unresolvable ids skip silently).
- FragmentRevealModal.tsx — D-25 active-play reveal modal; backdrop click
  + inner Close button dismiss; event.stopPropagation on the article
  body so clicking inside the text doesn't dismiss; defensive silent
  dismiss on unresolvable id.
- journal-icon.tsx — D-23 + D-29 corner affordance; gated by
  selectJournalRevealed (`harvestedFragmentIds.length > 0`); local open
  state (no store pollution); 'j' hotkey deferred to Plan 02-05.
- index.ts — barrel.
- 16 new Vitest cases across 3 test files (Journal: 7 / FragmentRevealModal:
  6 / journal-icon: 3); all green.

src/App.tsx — mount FragmentRevealModal + JournalIcon as DOM siblings of
PhaserGame.

src/ui/index.ts — re-export ./journal.

src/game/scenes/Garden.ts — harvest/compost pointer flow:
- create() builds a SimContext from the eager `fragments` corpus filtered
  to Season 1; passed to every simulateOneTick call (Phase 4+ should swap
  to await loadSeasonFragments(currentSeason) when Season transitions land).
- handleTilePointerDown branches on tile state: empty → seed picker
  event; ready plant → enqueue 'harvest' command; immature plant → enqueue
  'compost' command (TODO Plan 02-04: render the Ink-authored compost
  acknowledgement beat from compost-acknowledgements.ink).
- update() detects newly-appended harvestedFragmentIds and sets
  fragmentRevealId so the reveal modal pops with the new fragment text.
- BLOCKER 3 invariant preserved — sim writes tickCount, never lastTickAt.

content/dialogue/season1/compost-acknowledgements.ink — authored content
for the GARD-04 + D-07 compost beat. 6 short lines in the gardener-keeper
voice (NOT Lura — she's the warmth anchor; the garden's voice is the
contrast). Plan 02-04 wires the inkjs runtime; Plan 02-03 ships the
content so the writer can iterate independently.

214/214 tests green (was 163; +51 new this plan); npm run lint exits 0;
npm run ci exits 0; npm run build exits 0 with the expected
INEFFECTIVE_DYNAMIC_IMPORT warnings (eager `fragments` export still
imports the Season-1 yaml/md statically alongside the lazy
loadSeasonFragments path — documented in 02-02-SUMMARY.md).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 10:05:45 -04:00
josh f192e8298c feat(02-03): Season-1 fragments + sim/memory selector + harvest/compost commands
Task 1 of Plan 02-03: ship Season-1 authored content + the deterministic
fragment selector + extend sim/garden/commands.ts with harvest + compost.

Content (≥17 Season-1 fragments under /content/seasons/01-soil/):
- 14 in fragments.yaml (9 warm / 3 contemplative / 2 heavy + 1 _meta sentinel)
- 2 long-form Markdown fragments (lura-first-letter.md, winter-rose-night.md)
- Pool depth (W6): warm pool ≥9 satisfies the worst-case all-rosemary
  playthrough at the 8th-harvest Lura threshold (CONTEXT D-14)
- All ids match /^season1\.[a-z0-9._-]+$/ (FragmentSchema regex; CLAUDE.md
  stable-string-ID rule); bible voice maintained throughout

FragmentSchema extension (back-compat — tags is optional):
- Optional `tags: z.array(z.string()).optional()` for tonal-register gating
- Reserved tag `_meta` excludes the exhaustion sentinel from the normal pool

src/sim/memory/ (new module):
- pool.ts — filterPool() pure helper (Season + tonal-register + no-dup gates)
- selector.ts — selectFragment() deterministic + mulberry32 PRNG +
  EXHAUSTION_FALLBACK_ID for Pitfall 8 fallback
- selector.test.ts — 16 tests covering gating / no-dup / determinism /
  sentinel-fallback / sentinel-exclusion-from-normal-pool
- index.ts — barrel; src/sim/index.ts re-exports

src/sim/garden/commands.ts (extended):
- harvest() pure command — empties tile, appends one fragment id,
  re-computes unlockedPlantTypes (Pitfall 10: thresholds checked AFTER
  the harvest commit). Refuses immature plants and OOR indices.
- compost() pure command — empties tile regardless of stage; no fragment
  yield (D-07); no resource refund (D-04 = infinite seeds).
- SimContext interface — application-layer-injected (fragments, currentSeason)
- simulateOneTick() takes optional ctx (default empty pool); harvest/compost
  branches added to the kind switch.
- BLOCKER 3 invariant preserved — sim writes tickCount, never lastTickAt.

Plant-type unlock thresholds (CONTEXT D-05, plan author's discretion):
- rosemary @ count 0 (start)
- yarrow @ count 3 (third harvest)
- winter-rose @ count 6 (sixth harvest)

commands.test.ts: +18 new cases (harvest / compost / Pitfall 10 boundary
on yarrow + winter-rose / sentinel fallback / immutability). 65/65 tests
green across src/sim/memory + src/sim/garden + src/content; lint exits 0;
build green (Vite parses all 17 fragments without schema violation).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 10:00:38 -04:00
josh 414a554549 feat(02-02): begin screen + seed picker + ui-strings + lazy content split
- content/seasons/01-soil/ui-strings.yaml: player-visible Phase-2 copy externalized per CLAUDE.md (Begin / seed picker / post-harvest beat / journal / settings / plant display names); voice reviewed against bible + anti-fomo-doctrine.md
- content/seasons/01-soil/fragments.yaml: placeholder Season-1 fragment file (Plan 02-03 expands to ≥10 authored)
- content/seasons/00-demo/: deleted (Phase-1 demo replaced)
- src/content/schemas/ui-strings.ts: UiStringsSchema (Zod) — validates structure of every season's ui-strings.yaml at load time
- src/content/schemas/index.ts + src/content/index.ts: re-export UiStringsSchema/UiStrings
- src/content/loader.ts: eager `uiStrings` glob + PIPE-02 lazy `loadSeasonFragments(seasonId)` (Plan 02-03+ exploit)
- src/ui/begin/use-audio-bootstrap.ts: bootstrapAudioContext() lazy-creates + resumes (RESEARCH Pattern 9; Pitfall 5 mitigation — context construction inside the gesture for iOS Safari) + installFirstInteractionGestureHandler() one-shot for D-22 returning players + __resetAudioBootstrapForTest()
- src/ui/begin/BeginScreen.tsx: D-21 typographic Begin screen — title + subtitle + CTA from uiStrings[1].begin; onClick calls bootstrapAudioContext synchronously inside the click event then dismisses the session gate (D-22)
- src/ui/begin/BeginScreen.test.tsx: 4 tests — render / D-22 skip / click bootstraps + dismisses / subtitle string
- src/ui/garden/SeedPicker.tsx: D-02 inline DOM popover; subscribes to 'tile-clicked-coords'; renders one button per unlocked plant type from uiStrings[1].plants; click enqueues plantSeed command via store.enqueueCommand
- src/ui/garden/SeedPicker.test.tsx: 6 tests — initial-null / coords-positioned / unlocked-only / enqueue / dismiss / multi-plant; mocks game/event-bus to avoid Phaser canvas init under happy-dom (deviation Rule 3)
- src/ui/{begin,garden,index}.ts: barrels
- src/App.tsx: mount BeginScreen + SeedPicker as overlay siblings to PhaserGame
- src/PhaserGame.tsx: bootstrap unlockedPlantTypes=['rosemary'] for first-run; install gesture handler + scene-ready listener
- npm run ci exits 0; 163/163 tests pass (10 new this commit + 25 from Task 1 + 128 baseline)
2026-05-09 09:43:47 -04:00
josh d52e35f3ad feat(01-04): Vite-native content pipeline + Zod schemas + demo fragment + /content/ README
- FragmentSchema with stable-string-ID regex /^season\d+\.[a-z0-9._-]+$/
- SeasonContentSchema wraps fragments[]
- loader.ts uses import.meta.glob with literal patterns (Pitfall 1)
- Throws on schema violation at module-eval time, failing npm run build (PIPE-01)
- Test-only loadFragmentsFromGlob helper for unit-test injection
- Demo fragment season0.demo.first-light proves end-to-end round-trip
- content/README.md documents the convention for Phase 2 writers (STRY-09)
- Removes now-redundant src/content/.gitkeep firewall marker
2026-05-08 23:28:59 -04:00
josh df7d687da4 chore(01-01): scaffold Phaser 4 + React 19 + Vite + TS template + Phase-1 deps + firewall directories
- Built equivalent React + Vite + TypeScript scaffold by hand because the official
  npm create @phaserjs/game@latest scaffolder is interactive-only and the documented
  --template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2).
  Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the
  official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx,
  src/game/main.ts, src/game/scenes/Boot.ts.
- Installed Phase-1 production deps at versions verified in RESEARCH.md:
  phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0,
  zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0.
- Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1,
  typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22,
  vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests),
  @playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1.
- Created the seven architectural-firewall directories under src/ with .gitkeep
  markers (sim, render, ui, save, content, audio, store) — siblings to the
  template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean
  targets per CLAUDE.md 'Architectural Firewall'.
- Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/
  trees per CONTEXT D-11, D-12.
- Pre-declared all downstream-required scripts in package.json so Plans 02–06 only
  edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per
  RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B),
  test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2
  replaces with real inklecate invocation), ci.
- TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json.
- npm run build succeeds (tsc -b && vite build) producing dist/index.html and
  dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+
  when actual scenes exist).
2026-05-08 23:17:17 -04:00