Commit graph

882 commits

Author SHA1 Message Date
Erik
ec9fd52cb2 fix #62: null-guard the PARTSDIAG read of ae.Animation
B.4c sets Animation = null! for sequencer-driven door entities (sites
at line 2867 + 7892), but the declared type is non-nullable. Today
doors never enter _remoteDeadReckon (ACE doesn't send UpdatePosition
for them), so the PARTSDIAG block's unguarded read is unreachable —
but the moment something flips that, ACDREAM_REMOTE_VEL_DIAG=1 would
NRE the tick.

Local-var + is-not-null check keeps the guard scoped to this block;
the legacy slerp branch downstream still treats ae.Animation as
non-null per its declared type, so the flow analysis doesn't propagate
nullable warnings to unrelated sites.
2026-05-14 17:12:48 +02:00
Erik
e55ad48ade fix(B.5): make creature-pickup guard silent (retail-faithful)
The previous "Can't pick that up" toast wasn't retail behavior either —
retail silently dropped the malformed pickup with no client-side
feedback. Drop the toast, keep the guard. The user learns by trying
again (which IS the retail UX). Filter still prevents the malformed
packet from reaching ACE, so the WeenieError 0x0029 + NPC-emote chain
that originally surfaced this bug stays suppressed.
2026-05-14 17:09:45 +02:00
Erik
ab7c04fb4f docs(M1): reflect chat/toast revert + the actual B.5 polish (creature pickup guard) 2026-05-14 17:04:44 +02:00
Erik
a01ebd5e08 fix(B.5): block pickup of creatures client-side; show 'Can't pick that up' toast
Visual test surfaced a UX bug: when the user single-clicked an NPC last
before pressing F, _selectedGuid carried over to SendPickUp and the
client sent PutItemInContainer(itemGuid = NPC's serverGuid, ...). ACE
responded with WeenieError 0x0029 (Stuck — "You cannot pick that up!")
AND triggered the NPC's emote chain, producing the confusing
"NPCs talk to me when I press F" symptom.

F is only for ground items. Use (double-click) is the right action for
NPCs and is unaffected. Guard SendPickUp with the existing
IsLiveCreatureTarget predicate and show a toast instead. Same defensive
pattern as the 'Not in world' / 'Nothing selected' guards already
present in SendUse / SendPickUp / OnInputAction.
2026-05-14 17:04:20 +02:00
Erik
20ecb23396 Revert "feat(B.5): pickup feedback chat line + toast ("You pick up the X.")"
This reverts commit 87ba5c9a98.
2026-05-14 17:02:29 +02:00
Erik
7be13938bc docs(M1): record all 4 demo targets met, list deferred polish
M1's demo scenario is mechanically complete:
  1. Walk through Holtburg — met via L.2a/d/g
  2. Open the inn door — met via B.4b + B.4c
  3. Click an NPC — met via B.4b chain + chat handlers
     (visually verified 2026-05-14 on Tirenia + Royal Guard)
  4. Pick up an item — met via B.5 + 87ba5c9 feedback polish

What's left to formally land: record ≈30s demo video, pin still +
writeup, flip freeze list, point CLAUDE.md "currently working toward"
at M2. Per the milestone-discipline rules, milestone landing is a
user-driven event with an artifact; this commit only updates the
factual demo-target status.

Filed but explicitly deferred (don't block M1 recording): #61 (door
swing cycle-boundary flash), #62 (PARTSDIAG null-guard), #63
(server-initiated MoveToObject auto-walk — candidate Phase B.6),
#64 (local-player pickup animation).
2026-05-14 16:55:21 +02:00
Erik
87ba5c9a98 feat(B.5): pickup feedback chat line + toast ("You pick up the X.")
After B.5 shipped, the actual pickup was invisible feedback-wise: the
item left the ground, ACE despawned it via PickupEvent (0xF74A), and
the ItemRepository got updated — but the player had no visual
acknowledgement that anything happened. The M1 demo's "pick up an
item" target visually felt like the item just vanished into the void.

Add a new EntityPickedUp event to WorldSession that fires from the
PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the
subscriber can still read the entity's display name from
_entitiesByServerGuid before the despawn handler clears it.

GameWindow subscribes during the live-session wiring block and emits
a retail-style system chat line plus a debug toast on every successful
pickup, mirroring retail behavior (retail synthesized this line
client-side; ACE doesn't echo it).

Closes the M1 demo "pick up" target's visible-payoff gap.
2026-05-14 16:54:17 +02:00
Erik
cf22f9c031 Merge branch 'claude/phase-b5-pickup' — Phase B.5 pickup 2026-05-14 16:23:34 +02:00
Erik
d132fcccfb docs(B.5): ship handoff + roadmap/CLAUDE update + file #63 #64
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.

New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.

Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:

  - #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
    honored; blocks double-click pickup + out-of-range F. Filed as
    candidate Phase B.6. holtburger has the reference implementation.
  - #64 (LOW) — local-player pickup animation does not render
    (retail observers see it correctly). Likely a self-echo filter
    dropping UpdateMotion(Pickup) on the local player.

Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
2026-05-14 16:23:20 +02:00
Erik
f7636a9e78 fix(B.5): handle PickupEvent 0xF74A so picked-up items despawn locally
ACE sends GameMessagePickupEvent (opcode 0xF74A) instead of
GameMessageDeleteObject (0xF747) for items removed via player pickup
(Player_Tracking.RemoveTrackedObject with fromPickup=true).

Without this handler, BuildPickUp succeeded server-side (item moved
into the player's container, retail observers saw it disappear), but
our local client kept rendering it on the ground because the despawn
message went to the unhandled-opcode bucket.

PickupEvent's wire body adds an objectPositionSequence field on top
of DeleteObject's layout, so the parser is its own type. The
downstream view-removal semantics are identical to DeleteObject, so
the dispatcher routes both opcodes into the same EntityDeleted event
via a small adapter.
2026-05-14 16:13:16 +02:00
Erik
5c24f6cafe docs(B.5): implementation plan from writing-plans skill 2026-05-14 15:10:23 +02:00
Erik
54d9bb9d8d feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring 2026-05-14 15:07:00 +02:00
Erik
ced1b85c61 test(B.5): exercise i32 sign-correctness for BuildPickUp.placement
The original test only used placement=0, which encodes identically
under WriteInt32 and WriteUInt32. Add a -1 case so a future regression
to the unsigned writer would actually fail the test.

Flagged by Task 1 code review.
2026-05-14 15:05:07 +02:00
Erik
e8a20f26c7 feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019
TDD: failing test first (CS0117 on BuildPickUp + PutItemInContainerOpcode),
then implementation. Wire layout matches ACE GameActionPutItemInContainer:
0xF7B1 envelope + seq + 0x0019 opcode + itemGuid + containerGuid + placement
(24 bytes). For F-key ground-pickup, caller passes player's server guid as
containerGuid; Task 2 (GameWindow wiring) will handle that dispatch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 15:01:24 +02:00
Erik
86440ff04a docs(B.5): fresh-session handoff for BuildPickUp + ground-item interaction
Captures post-B.4c state, click-NPC investigation findings (chain
already wired via Tell/CommunicationTransientString/etc; verify
opportunistically during B.5 visual test), and B.5 scope decisions
made in chat before the user requested a session handoff:

- Trigger: F-key (SelectionPickUp action, already bound)
- Target: requires _selectedGuid (no pick-under-cursor fallback)
- Wire opcode 0x0019 (GameAction.PutItemInContainer)
- Payload: itemGuid + containerGuid + placement (12 bytes)
- Container = _playerServerGuid
- Three changes in two existing files (~50 LOC total)

Plus carry-overs from B.4c (#61 cycle-boundary flap, #62 PARTSDIAG
null-guard), the B.4b ID-translation gotcha pattern to watch for,
and the standard ACE session-race tip.

Branch `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`) is the workspace; the fresh session
should start there.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 14:35:52 +02:00
Erik
e7842e0f1e Merge branch 'claude/phase-b4c-door-anim' — Phase B.4c door swing animation
Phase B.4c shipped end-to-end with 4 implementation commits + 4 docs commits.
M1 demo target 'open the inn door' now has full visual feedback at Holtburg.

Code:
- IsDoorSpawn / IsDoorName helpers + Door spawn-time AnimationSequencer
  registration with state-seeded initial cycle (Off/On from spawn PhysicsState
  ETHEREAL bit)
- [door-anim] registration diagnostic + [door-cycle] UM dispatch diagnostic
  (both gated on ACDREAM_PROBE_BUILDING)
- Stance-value fix: NonCombat is 0x3D not 0x01; cycle key is 0x8000003D
  not 0x80000001. Without the fix, HasCycle always returned false and
  doors collapsed to entity origin (halfway underground).
- Refactor: shared IsDoorName(string?) predicate eliminates the open-coded
  duplicate name check; durable subsystem-named comment.

Closes #58. Files #61 (link->cycle flash, polish) + #62 (PARTSDIAG null-guard,
latent). Final whole-branch code review (Opus) approved.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 14:15:54 +02:00
Erik
8bb81db659 docs(B.4c): correct handoff fabrications surfaced by final review
Opus final review of B.4c flagged that Task 4's handoff doc invented
implementation details that don't exist in the code:

1. IsDoorSpawn claimed to check "spawn.WeenieObj.WeenieType == 8 OR
   IsDoorName(spawn.Name)" — the actual code is just IsDoorName(spawn.Name)
   delegating to "name == "Door"". No WeenieType lookup exists.

2. A "_doorSequencers" per-door dict was referenced in three places — that
   dict doesn't exist. The actual code reuses the existing
   _animatedEntities[entity.Id] dict (same one that holds creatures + the
   player), with Animation = null! per the existing pattern at line 7885.

3. The UM dispatch path was described as a new B.4c-added branch with
   pseudocode — that's wrong. B.4c does NOT add a new dispatch path;
   OnLiveMotionUpdated's existing TryGetValue against _animatedEntities
   handles doors automatically once Task 1's spawn-time branch registers
   them. The only UM-dispatch B.4c contribution is the [door-cycle]
   diagnostic line, gated on IsDoorName.

Corrects sections "At world load (spawn time)", "When the door opens",
"Per-frame mesh rebuild", and "Door types covered" to reflect the actual
shipped code. cmd→motion mapping (cmd=0x000C → open, cmd=0x000B → close)
left as-is — it was correct.

No code change. Verified by re-reading GameWindow.cs IsDoorSpawn /
IsDoorName helpers, the Task 1 spawn-time branch body, and the
TickAnimations sequencer dispatch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:03:45 +02:00
Erik
ebdbf821dc docs(B.4c): ship handoff + close #58 + file #61 #62 + roadmap/CLAUDE update
Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: door visually swings open, player walks
through, door visually swings closed.

4 implementation commits:
- B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle
- B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated
- B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals
- B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState

Closes #58. Files:
- #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief
  flap at end of door swing; low-severity polish)
- #62 (PARTSDIAG null-guard for sequencer-driven entities; latent
  not currently reachable for doors)

Memory file project_interaction_pipeline.md updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:50:36 +02:00
Erik
454d88ed8e fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:

- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
  is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
  initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
  -> sequencer left with no current motion -> Advance(dt) returned empty
  frames -> per-frame MeshRefs rebuild at line 7691 set every part to
  (origin, identity) -> door parts collapsed to the entity origin (which
  sits at the door's pivot, halfway underground for inn doors).

Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
   0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
   may carry an explicit non-NonCombat stance for unusual doors), falling
   back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
   line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
   future visual tests can verify the stance value at a glance.

Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:19:36 +02:00
Erik
8a9b15e6a9 refactor(B.4c): share IsDoorName predicate + durable comment + use UM locals
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
  predicate. Introduces IsDoorName(string?) as the shared core both
  IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
  archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
  instead of the stance/command locals every other diagnostic in the
  method uses. Switched to the locals for pattern consistency.

No behavior change. Build green; tests 1046/8 baseline unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:10:23 +02:00
Erik
b89f0044e3 feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.

Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:05:05 +02:00
Erik
9053860f1b feat(B.4c): door spawn-time AnimationSequencer with state-seeded initial cycle
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).

Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.

No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).

[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.

One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:55:42 +02:00
Erik
6ae38f7c6c docs(B.4c): implementation plan — 4 tasks, door spawn-time sequencer + UM diagnostic
Task-by-task plan with full code in every step, no placeholders.

Task 1: IsDoorSpawn helper + Door registration branch (state-seeded
SetCycle from spawn PhysicsState ETHEREAL bit).
Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated for greppable
verification.
Task 3: Holtburg inn doorway visual test (user-performed).
Task 4: ship handoff + close #58 + roadmap/CLAUDE/memory updates.

Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4c-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:50:51 +02:00
Erik
b4f131e5c6 docs(B.4c): design spec for door swing animation
Phase B.4c closes #58 (filed during B.4b ship). When a door's
state flips via ACE Door.ActOnUse, the L.2g chain handles the
SetState collision-bit flip but no UpdateMotion handler ever
animated the door visually. Investigation traced the gap to the
spawn-time registration gate at GameWindow.cs:2692 which requires
a multi-frame idle cycle — doors have no idle.

Design: door-specific spawn-time branch that bypasses the gate,
builds an AnimationSequencer, seeds it with Off (closed) or On
(open) cycle based on spawn PhysicsState. ACE Door.cs:43 sets the
same initial state. ~40 LOC in one file. Reuses the existing
AnimationSequencer + per-frame tick + WB renderer pipeline. No
changes downstream.

Discovered during self-review that the per-frame tick at
GameWindow.cs:7691-7697 unconditionally overwrites ae.Entity.MeshRefs
with sequencer-derived transforms; an empty sequencer would collapse
the door to origin. The state-seeded SetCycle at spawn keeps the
sequencer always producing valid frames. Also documented:
ae.Animation = null is safe because the tick's sequencer branch at
line 7497 never reads it (only the legacy slerp else branch does).

Diagnostic tags renamed from phase-named [B.4c] to durable
[door-anim] / [door-cycle] per Opus reviewer feedback on B.4b.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:26:57 +02:00
Erik
3e08e109d6 Merge branch 'claude/compassionate-wilson-23ff99' — Phase B.4b + L.2g slices 1b/1c
Phase B.4b shipped end-to-end with 9 code commits + 4 bonus discoveries
during visual testing. M1 demo target 'open the inn door' verified at
Holtburg.

Code:
- WorldPicker (BuildRay + Pick, AcDream.Core.Selection)
- GameWindow.OnInputAction wires SelectLeft/SelectDblLeft/UseSelected
- _selectedTargetGuid -> _selectedGuid (unified combat + interaction)
- InputDispatcher double-click detection (was dead code)
- DoubleClick activation gate in OnInputAction
- L.2g slice 1b: CollisionExemption widened to ETHEREAL alone
- L.2g slice 1c: ServerGuid -> entity.Id translation (silent blocker)

Closes #57. Files #58 (door swing animation), #59 (picker per-entity
radius), #60 (obstruction_ethereal port). Final whole-branch code
review (Opus) approved.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 21:13:12 +02:00
Erik
48ce52c6ed docs(B.4b): final-review polish — file #59 #60 follow-ups + handoff correction
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:

- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
  ServerGuid==0 invariant is load-bearing and worth documenting before
  L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
  contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
  "Used the pre-existing _entitiesByServerGuid" — the dict has existed
  since Phase 6.6/6.7; slice 1c used it, didn't add it.

Review verdict: branch ready to merge to main.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:43:38 +02:00
Erik
2c9bdb512b docs(B.4b): ship handoff + close #57 + file #58 + roadmap/CLAUDE update
Phase B.4b shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: pick -> BuildUse -> ACE SetState reply ->
ID-translated registry update -> CollisionExemption exempts ->
player walks through. M1 demo target "open the inn door" met.

9 commits on this branch:
- Tasks 1-4 per plan (BuildRay, Pick, rename, handler wiring)
- 4 bonus visual-test discoveries:
  * InputDispatcher double-click detection (was dead code)
  * DoubleClick activation gate fix in OnInputAction
  * L.2g slice 1b: CollisionExemption widened to ETHEREAL alone
  * L.2g slice 1c: ServerGuid -> entity.Id translation (silent blocker)

Closes #57. Files #58 for door swing animation (UpdateMotion routing
for non-creature entities, M1 deferred polish). Updates roadmap and
CLAUDE.md Phase L.2 paragraph. Memory file project_interaction_pipeline.md
updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:33:27 +02:00
Erik
08be296dcd fix(phys L.2g slice 1c): translate ServerGuid -> entity.Id for ShadowObjectRegistry
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player

Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.

Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.

This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:48:01 +02:00
Erik
a6e4b5709f fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone
B.4b visual test confirmed the L.2g slice 1 handoff's open question:
ACE's Door.Open() broadcasts state=0x0001000C (HasPhysicsBSP |
Ethereal | ReportCollisions), NOT the state=0x14+ that retail servers
send (Ethereal | IgnoreCollisions). The L.2g pipeline correctly
mutates ShadowObjectRegistry with the new state, but
CollisionExemption.ShouldSkip required both bits and the door stayed
solid.

Retail (acclient_2013_pseudo_c.txt:276782) wraps FindObjCollisions in
`if NOT (state & ETHEREAL && state & IGNORE_COLLISIONS)`. ETHEREAL
alone takes a different retail path at line 276795 that sets
sphere_path.obstruction_ethereal = 1 and lets downstream movement
allow passage despite the contact. We haven't ported that downstream
path yet.

Pragmatic shortcut: widen the early-out to ETHEREAL alone so doors
become passable when ACE flips the bit. Retail-server broadcasts
still hit the same branch correctly (both bits set implies ETHEREAL).
Compatible with both server styles.

Renames test EtherealOnly_NotSkipped -> EtherealOnly_Skipped and
flips its assertion. 13 CollisionExemption tests pass; full suite
1046 pass / 8 pre-existing baseline fail (unchanged).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:27:06 +02:00
Erik
58b95bc0c5 fix(B.4b): let DoubleClick activation pass the OnInputAction gate
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.

Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:15:26 +02:00
Erik
242ce706ef feat(B.4b): InputDispatcher detects double-clicks
Visual test of the B.4b handler revealed the dispatcher never fired
SelectDblLeft. OnMouseDown was only looking up Press and Hold
activations — DoubleClick bindings in KeyBindings.cs were effectively
dead code.

Adds 500ms-threshold double-click detection: tracks last-mouse-down
button + Environment.TickCount64 timestamp; a same-button press within
the threshold additionally fires ActivationType.DoubleClick for the
matching binding (Press still fires normally for the second click).
Clears the pair-state after firing so a triple-click doesn't produce
a second DoubleClick.

Tests cover same-button within threshold, beyond threshold (no fire),
different-button (no fire), and triple-click (fresh pair required).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:10:25 +02:00
Erik
89d82e1b76 feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker
Closes #57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.

Diagnostic lines emitted for log grep:
  [B.4b] pick guid=0x{guid:X8} name={label}
  [B.4b] use  guid=0x{guid:X8} seq={seq}

Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.

Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:59:08 +02:00
Erik
7b4aff21b6 refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.

Mechanical rename, no behavior change. Build + tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:55:24 +02:00
Erik
5821bdc9ea fix(B.4b): WorldPicker.Pick — handle inside-sphere origin + document normalize contract
Code review flagged two latent correctness bugs in Pick:

1. The single t = -b - sqrt(d) intersection skipped entities whose
   5m bounding sphere contained the ray origin. Realistic at
   point-blank range — if the player stands within ~5m of a door,
   the near-plane sits inside the door's bounding sphere and the
   door becomes unpickable. Standard fix: when t_near < 0 fall
   through to t_far = -b + sqrt(d) (the sphere exit point).

2. The discriminant formula assumes |direction| = 1. BuildRay
   currently normalizes so the assumption holds at the wire, but
   the contract wasn't documented. Added an explicit
   <param name="direction"> note.

New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid
covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:52:45 +02:00
Erik
221b64186d feat(B.4b): WorldPicker.Pick — ray-sphere entity pick
Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.

6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:47:05 +02:00
Erik
f0b3bd9aa2 feat(B.4b): WorldPicker.BuildRay — mouse-to-world ray unprojection
New AcDream.Core.Selection.WorldPicker static helper. BuildRay
unprojects pixel (mouseX, mouseY) through a view+projection matrix
pair into a world-space (origin, direction) ray. Used by
GameWindow.OnInputAction to drive entity picking on click.

Pure math, no state, no DI. Composes view*projection (System.Numerics
row-vector convention, matching the rest of acdream's camera path —
see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit
tests cover center-of-viewport (forward ray) and right-of-center
(positive-X deflection).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:41:48 +02:00
Erik
179e441d11 docs(B.4b): implementation plan — 6 tasks, TDD picker + handler wiring
Task-by-task plan with full code in every step, no placeholders.

Tasks 1+2: WorldPicker.BuildRay + WorldPicker.Pick (TDD: tests first,
8 xUnit Facts total).
Task 3: rename _selectedTargetGuid -> _selectedGuid (mechanical).
Task 4: add 3 OnInputAction switch cases + 3 private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse).
Task 5: Holtburg inn doorway visual test (user-performed).
Task 6: ship handoff + close #57 + roadmap/CLAUDE.md/memory updates.

Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4b-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:37:09 +02:00
Erik
ffa404d236 docs(B.4b): correct file paths — WorldPicker lives in AcDream.Core.Selection
Original spec placed WorldPicker in src/AcDream.App/Rendering/ and the
test in tests/AcDream.App.Tests/, but AcDream.App.Tests doesn't exist
as a project. Moved to AcDream.Core.Selection where it conceptually
belongs (no App-layer deps; only WorldEntity + System.Numerics) and
where the existing AcDream.Core.Tests project can hold the tests.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:31:49 +02:00
Erik
4a1c594887 docs(B.4b): design spec for outbound Use handler wiring
Phase B.4b closes the M1-blocker discovered during the L.2g slice 1
visual test: the input dispatcher fires SelectDblLeft on click but
GameWindow.OnInputAction has no case for any Select* / UseSelected
action, so clicks silently die.

Spec creates the minimum new structure to close the gap:
- New static helper WorldPicker (BuildRay + Pick over WorldEntities)
- Rename _selectedTargetGuid -> _selectedGuid on GameWindow (unifies
  combat + interaction selection per retail's single-target model)
- Three switch cases (SelectLeft, SelectDblLeft, UseSelected)

Two further L.2g handoff inaccuracies surfaced during exploration:
WorldPicker and SelectionState do NOT exist in src/ (handoff and
ISSUES #57 both claimed they did). BuildPickUp also doesn't exist;
only BuildUse / BuildUseWithTarget / BuildTeleToLifestone are present.
Spec accounts for the actual state and defers BuildPickUp + SelectionState
class extraction.

Visual verification scenario reuses the L.2g slice 1 reproducibility
recipe: one Holtburg inn doorway log captures both L.2g + B.4b.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:28:18 +02:00
Erik
eea9b4d99a Merge branch 'claude/gallant-mestorf-3bf2e3' — Phase L.2g slice 1 + B.4 gap → Phase B.4b
L.2g slice 1 (dynamic PhysicsState toggling for doors) CODE-COMPLETE:

* 2459f28 feat(phys L.2g slice 1): inbound SetState (0xF74B) parser
* d538915 feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState
* 536a608 feat(phys L.2g slice 1): WorldSession dispatches SetState + hex probe
* 108e386 feat(phys L.2g slice 1): GameWindow routes SetState + [entity-source] log
* 2c10dd4 docs(phys L.2g): design spec
* 869677b docs(phys L.2g): implementation plan
* aba6c9a docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery

End-to-end inbound: server SetState (0xF74B) -> WorldSession dispatcher
-> StateUpdated event -> GameWindow handler -> ShadowObjectRegistry
mutator -> existing CollisionExemption.ShouldSkip honors ETHEREAL.
Build green, 6 new tests pass, baseline-stable. Per-commit + final
integration code reviews all approved.

Visual verification at Holtburg deferred: while running the visual
test, Phase B.4's outbound Use handler turned out to be unwired (wire
builders, classes, enums, keybindings all exist; GameWindow.OnInputAction
has no case for SelectDblLeft). Filed as ISSUE #57, promoted to Phase
B.4b. Memory file project_interaction_pipeline.md corrected.

Next session: Phase B.4b (~30-50 LOC, 1-2 subagent dispatches, ~30 min).
Subscribe SelectDblLeft -> WorldPicker.Pick -> InteractRequests.BuildUse
-> SendGameMessage. Same Holtburg-doorway visual test verifies both
L.2g slice 1 and B.4b in one pass.

Spec: docs/superpowers/specs/2026-05-12-l2g-dynamic-physicsstate-design.md
Plan: docs/superpowers/plans/2026-05-12-phase-l2g-slice1.md
Handoff: docs/research/2026-05-12-l2g-slice1-shipped-handoff.md
2026-05-13 17:13:24 +02:00
Erik
aba6c9ac7f docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record
L.2g slice 1 is CODE-COMPLETE: parser + registry mutator + WorldSession
dispatcher + GameWindow subscriber (4 commits: 2459f28, d538915,
536a608, 108e386). Build clean, 6 new tests pass, baseline-stable
across the full suite. Per-commit + final integration code reviews
all approved.

Visual verification deferred: while running the Holtburg-doorway test,
Phase B.4's outbound Use handler turned out to be unwired. The wire
builders (InteractRequests.BuildUse), classes (SelectionState,
WorldPicker), input-action enums, and keybindings all exist — but
GameWindow.OnInputAction has no case for SelectDblLeft, so the click
silently does nothing. The inbound L.2g chain we just landed can't
fire until something sends an outbound Use.

This commit captures the handoff + reframes next-session work:

  * docs/research/2026-05-12-l2g-slice1-shipped-handoff.md (NEW)
    Full evidence: 4 shipped commits, end-to-end code flow, B.4
    discovery explanation, 4 minor + 1 Important review notes
    (the Important one is a test-coverage gap that the B.4b visual
    test will settle automatically), reproducibility recipe,
    next-session pick.

  * CLAUDE.md
    "Currently in Phase L.2" paragraph: L.2g slice 1 code shipped;
    visual test deferred to B.4b. Next-phase-candidates list:
    L.2g slice 1 (now done) replaced with the B.4b candidate
    pointing at the slice scope.

  * docs/plans/2026-04-29-movement-collision-conformance.md
    L.2g section gains a "Current shipped slice (2026-05-12):" table
    listing the 4 commits.

  * docs/plans/2026-05-12-milestones.md
    M1 phase-list updated: L.2g slice 1 (code) shipped; B.4 renamed
    "B.4 / B.4b" with the gap-discovery note + B.4b shape.

  * docs/ISSUES.md
    New issue #57 (HIGH) for the B.4 interaction-handler gap.
    Promoted to Phase B.4b; will close as
    DONE (promoted to Phase B.4b) when B.4b's design spec lands.

  * Memory file project_interaction_pipeline.md (in personal
    memory dir, not in this commit) updated to reflect reality.

Next session: Phase B.4b (~30-50 LOC, 1-2 subagent dispatches,
~30 min). Subscribe SelectDblLeft -> WorldPicker.Pick ->
InteractRequests.BuildUse -> _liveSession.SendGameMessage. Same
Holtburg-doorway visual test verifies both L.2g slice 1 and B.4b
in one pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 23:17:05 +02:00
Erik
108e3868a5 feat(phys L.2g slice 1): GameWindow routes SetState + extends [entity-source] log
Two changes folded into one commit:

1. GameWindow subscribes to WorldSession.StateUpdated and routes the
   parsed (guid, newState) pair into
   ShadowObjectRegistry.UpdatePhysicsState. End-to-end wiring complete:
   server SetState (0xF74B) -> WorldSession dispatcher -> StateUpdated
   event -> GameWindow handler -> registry mutation -> next resolver
   tick sees the new ETHEREAL bit and CollisionExemption short-circuits
   the door cylinder. After this commit the M1 'open the inn door'
   scenario is unblocked at the code-path level; visual verification
   follows in Task 7 (user-driven).

   The handler also emits a [setstate] diagnostic line when
   ACDREAM_PROBE_BUILDING is enabled, giving a greppable trail when
   the visual test runs.

2. Slice 0.5 freebie folded in: the [entity-source] probe lines now
   include state=0x... flags=... so ETHEREAL flips are greppable
   end-to-end from spawn through state change. Resolves the 'slice
   1.6' suggestion from the L.2d ship handoff
   (docs/research/2026-05-13-l2d-slice1-shipped-handoff.md).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:35:57 +02:00
Erik
536a608093 feat(phys L.2g slice 1): WorldSession dispatches SetState (0xF74B) + hex probe
Three changes folded into one commit:

1. New public StateUpdated event on WorldSession + dispatcher branch
   for op == SetState.Opcode. Mirrors the VectorUpdated /
   MotionUpdated event pattern. GameWindow will subscribe in the next
   commit and feed the parsed (guid, newState) pair to
   ShadowObjectRegistry.UpdatePhysicsState.

2. One-shot probe-gated hex-dump (ACDREAM_PROBE_BUILDING) emits the
   first inbound SetState message's body bytes. Originally planned
   as a separate slice 1.5 confidence-check on holtburger's claimed
   12-byte payload vs ACE's GameMessageSetState.cs. Folded into the
   dispatcher to avoid re-touching the same branch. The new
   _setStateHexDumped guard keeps the log clean — auto-close every
   30s would otherwise produce noise.

3. Doc-comment polish on SetState.cs requested by Task 1's code
   review: remove false uncertainty about ACE's sequence-field width
   (ACE's UShortSequence.CurrentBytes provably writes 2 bytes via
   BitConverter), and align the 'total body size' phrasing with
   VectorUpdate.cs's convention. Folded here to avoid churning the
   file twice this slice.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:28:04 +02:00
Erik
d53891557d feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.

Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.

Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:22:32 +02:00
Erik
2459f287e4 feat(phys L.2g slice 1): inbound SetState (0xF74B) parser
DTO + TryParse for the GameMessageSetState wire message. The server
broadcasts this when an already-spawned entity's PhysicsState changes
post-CreateObject — chiefly when a door's Ethereal bit toggles on Use.

Wire format per holtburger SetStateData (validated against retail-format
servers): u32 opcode + u32 guid + u32 state + u16 instanceSequence + u16
stateSequence = 16 bytes total. Mirrors the existing VectorUpdate.cs
template.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:15:31 +02:00
Erik
869677bc88 docs(phys L.2g): slice 1 implementation plan
Step-by-step TDD plan for L.2g slice 1 — dynamic PhysicsState toggling.
Six commits' worth of work + a user-driven visual test at the Holtburg
inn doorway + a ship handoff commit.

Task 1: SetState (0xF74B) wire parser + xUnit tests (TDD).
Task 2: ShadowObjectRegistry.UpdatePhysicsState mutator + tests (TDD).
Task 3: WorldSession dispatcher branch + StateUpdated event.
Task 4: GameWindow subscribes, routes to registry, smoke-tests launch.
Task 5: One-shot hex-dump probe to settle holtburger 12-byte vs ACE
        16-byte payload claim before declaring slice 1 done.
Task 6: Slice 0.5 freebie — extend [entity-source] log with state +
        flags (the handoff's 'slice 1.6' suggestion).
Task 7: User-driven visual verification at Holtburg inn doorway.
Task 8: Ship handoff + CLAUDE.md / plan-of-record updates.

Risk surface: all changes are additive. No resolver edits. No broadphase
edits. No retail-port semantics changes. Per-task revert is safe.

Plan: docs/superpowers/plans/2026-05-12-phase-l2g-slice1.md
Spec: docs/superpowers/specs/2026-05-12-l2g-dynamic-physicsstate-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 21:52:31 +02:00
Erik
2c10dd4d67 docs(phys L.2g): design spec for dynamic PhysicsState toggling (doors)
L.2d slice 1.5 ship identified the Holtburg doorway blocker as a closed
Door entity (Setup 0x020019FF) whose PhysicsState.Ethereal bit flips
when the player Uses the door. The L.2d shape-fidelity work doesn't
cover this — the door's collision shape is correct; what's missing is
honoring the *runtime* state change.

L.2g is the new sub-phase that handles it. Scope is narrow:

  * Parse inbound GameMessageSetState (0xF74B).
  * Plumb the new PhysicsState value into ShadowObjectRegistry's
    cached per-entity state so the existing CollisionExemption.IsExempt
    already-in-place short-circuit sees up-to-date bits.
  * Verify the Holtburg inn-door scenario: walk in blocked, Use door,
    walk through, auto-close blocks again after 30s.
  * Confirm UpdateMotion (NonCombat, On/Off) drives non-creature
    entities (door swing animation).

Why a new L.2 sub-letter (and not B.4 or Door-special-case): the wire
mechanism (SetState flipping Ethereal) is also how ACE handles activated
traps, opened chests, spell projectiles becoming ethereal. Generic
infrastructure with doors as the verification scenario; lane is the
informal sixth "dynamic state."

Roadmap state:
  * L.2 plan-of-record adds the L.2g section after L.2f.
  * Milestones doc M1 phase list extended `a-f` -> `a-g`.
  * CLAUDE.md status pointer + "next phase candidates" list updated to
    name L.2g slice 1 implementation as the natural next step.

Risk: low. Wire-byte width has a hex-dump fallback path in slice 1
(holtburger says 12 bytes, ACE writes 16, capture settles it). ETHEREAL
plumbing already exists; we feed it new data. No resolver changes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 21:00:36 +02:00
Erik
9206d1d4e0 Merge branch 'claude/gracious-jones-8a140b' — milestones layer (M0–M7) + work-order autonomy
Adds two strategic-level documentation pieces:

- docs/plans/2026-05-12-milestones.md: morale + scope-management layer
  above the phase-level roadmap. Seven milestones (M0–M7) from
  "Connect & explore" to "v1.0", each defined by a concrete playable
  scenario + freeze list + ~6–10 weeks of effort. M0 declared
  retroactively done — ~25 phases shipped through 2026-05-12 are
  frozen until M7's polish pass. Currently working toward M1
  ("Walkable + clickable world": L.2 collision + B.4 interaction).

- CLAUDE.md: new "Milestone discipline" section above "Roadmap
  discipline" with the four motivation rules (one active milestone at
  a time, frozen phases off-limits, recorded demo video per landing,
  state both altitudes at session start). Plus "Work-order autonomy —
  the meta-rule" paragraph delegating all work-order picks to Claude,
  with a reinforcing bullet in "Things you should just do without
  asking" under How to operate.

Triggered by the 2026-05-12 session where the user reported feeling
lost / jumping between things. Diagnosis: vertical-slice phase ships
never aggregated into milestone-level "done" events; decision fatigue
from constant work-order picks. Cure: milestone artifacts + scope
freezes + Claude drives the order, user reviews.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 20:41:46 +02:00
Erik
fc09a89dd8 docs(CLAUDE.md): codify work-order autonomy — Claude picks what's next
User request: stop being asked "which should we work on next?" Claude
should drive the work-order autonomously per the milestone discipline +
roadmap, never present a menu of options, never pause for confirmation
between phases.

Two additive edits:

1. New "Work-order autonomy — the meta-rule" paragraph in the Milestone
   discipline section, placed above the four motivation rules. Names
   it the meta-rule that makes the others actually work. The user
   retains the right to redirect; default is "Claude drives, user
   reviews." If two next steps are genuinely equivalent, state the
   choice in one sentence and start — don't ask.

2. Strengthened the "Continue to the next planned sub-step" bullet in
   "Things you should just do without asking" under How to operate.
   Adds explicit "You pick what comes next per the Milestone discipline
   section — never present the user a menu like 'should we do X or Y?'
   or ask 'what next?'. Just choose and announce the choice in one
   sentence."

Saved as durable feedback memory in feedback_work_order_autonomy.md
(outside repo, in Claude's auto-memory).

Triggered by the 2026-05-12 session where the user reported feeling
lost / jumping between things; the diagnosis was decision fatigue from
constant work-order picks. Milestones doc (ecb0f2d) gave the structure;
this commit makes Claude responsible for executing it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 20:40:13 +02:00
Erik
ecb0f2d65f docs(planning): add M0-M7 milestones layer + CLAUDE.md milestone discipline
Introduce a morale + scope-management layer above the roadmap. Seven
milestones (M0-M7) from "Connect & explore" to "v1.0", each defined by a
concrete playable scenario and ~6-10 weeks of work. Each milestone hit
triggers a recorded demo video + a freeze list of phases that go
off-limits until M7's polish pass.

M0 ("Connect & explore") is declared done retroactively — ~25 shipped
phases through 2026-05-12 (terrain, network, audio, particles, chat,
input, streaming, WB rendering migration, sky/lighting, particle system,
combat/spell/item data layers) are frozen. Currently working toward M1
("Walkable + clickable world"): L.2 collision + B.4 interaction, ~4-6
weeks.

CLAUDE.md gains a "Milestone discipline" section above the existing
"Roadmap discipline" — sets the two-altitude orientation (milestones
above, phases below), names M1 as the current target, and codifies the
four motivation rules: (1) one active milestone at a time, (2) frozen
phases off-limits, (3) recorded demo video per landing, (4) state both
altitudes at session start.

Addresses the "everything is half-built" feeling caused by per-phase
vertical-slice ships never adding up to a milestone-level "done" event.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 20:36:50 +02:00