# sporel-module-vagrant-skeleton F.vagrant Tier-1 test-chamber: single player as a 13-bone humanoid puppet, WASD movement, camera-chase, multi-target look-at (body lazy-tracks mouse via slerp, head snaps to mouse with ±60° clamp). Demonstrates the Subterrain-style puppet control model: leg orientation decoupled from body via procedural callback, foot-body-orientation ("tactical twist"), scale-deformation walk cycle, and inheritance-decoupled foot sprites. End-to-end inventory pickup/drop demo: pick up a rock into a backpack container, drop it back into the world. **Version:** 0.14.0 **Module-ID:** vagrant-skeleton **Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.2.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-core.composition >=0.3.0, lib-core.actor >=0.1.0, lib-core.inventory-list >=0.1.0, lib-core.panel >=0.2.0, lib-core.inventory-list-display >=0.1.0, lib-core.notify >=0.1.0, lib-core.notify-display >=0.1.0, lib-core.world-overlay >=0.1.0, lib-core.crafting >=0.2.0, lib-core.crafting-display >=0.2.0, lib-asset.prototype-subterrain >=0.2.0, lib-asset.prototype-tc-basics >=0.1.0 **Tags:** test-chamber, puppet, walking-sim, interaction > **v0.14.0:** Bed + Bench + Backpack visuals migrated from the proprietary > Subterrain world-atlas to TC_Basics sprites (`single_bed1`, `bench1`, > `sack1`). Bed + Bench promoted to composition-entities (renderable tag) — > the hardcoded `draw_sprite_transform` calls for furniture are gone. First > concrete consumer of ADR-0054 Item-Visual-Identity. The Subterrain dep > remains for the puppet sprite parts (`subterrain_player` alias). ## Topology ## Controls - **W A S D** — direct movement (4-way, normalized for diagonals) - **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence) - **Mouse** — body + head look-at targets (same position, different smoothing) - **E** — interact: if within range of the rock or stick, picks it up into the backpack - **Q** — quick-drop (LIFO): places the most-recently-added backpack item at player position (+30px right) - **Tab** — toggle inventory panel (Backpack contents) - **C** — toggle Backpack-Crafting panel (lists known recipes; availability dimmed by inventory) - **Right-Click on Workbench** (within range) — opens Workbench-Crafting (left-half) + Workbench-Inventory (right-half) panels side-by-side (panel v0.2.0 multi-active) - **Right-Click on item row** (inventory panel): context menu with **Drop** / **Inspect** (Backpack) or **Take** / **Inspect** (Workbench) - **Right-Click on recipe row** (crafting panel): context menu with **Craft** / **Inspect** - **L** — toggle game-log (chronological list of all events) - **Right-Click on item row → Inspect** — opens a modal Item Details panel (instead of console-only output) - **Pickup (E)** — shows "+1 " floating above the player + toast at top-right + log entry - **Drop (right-click on item → Drop, or Q for LIFO quick-drop)** — toast at top-right + log entry - **Craft (right-click on recipe → Craft)** — consumes inputs from current locale, adds output, posts a success/failure toast - **Take (right-click on Workbench-item → Take)** — moves item from Workbench → Backpack + toast - **ESC** — close any open panel; if no panel is open, return to launcher ## Demo Walkthrough The world contains five notable entities at startup: 1. **Player** — spawns at (320, 240), controlled via WASD + mouse. 2. **Backpack** — a visible sprite at (350, 400). Acts as a container (kind="list"). Not directly interactable; it receives items via inventory.add. 3. **Rock** — a standalone stone tile at (270, 400), 80px to the left of the backpack. Tagged "renderable" + "item"; starts visible on the ground. 4. **Stick** — a placeholder pickup-item at (190, 400), 160px to the left of the backpack. Re-uses the `slot_04_straight` blob_rect_stone tile for its visual (Phase C-Q10 pragmatic resolution — echtes Stick-Sprite folgt mit dem ersten atlas-baker-decals-Slice). 5. **Workbench** — a crafting bench at (350, 380), just above the backpack. Container (kind="list"); placeholder visual re-uses the `slot_07_tee_full` blob_rect_stone tile. Right-Click within range opens Workbench-Crafting + Workbench-Inventory panels. **Pickup flow:** - Walk toward the rock (it sits to the left of the backpack). - Press **E** within 40px of the rock. - The rock moves into the backpack via `inventory.add`; its "renderable" tag is removed so it no longer appears in the world. - The console prints: `vagrant: backpack count=1 items=[]` **Drop flow:** - Press **Q** at any time when the backpack has items. - The most-recently-added item is removed from the backpack (`inventory.remove`) and placed at the player position +30px to the right. Its "renderable" tag is restored so it reappears in the world. - A new pickup trigger is registered at the drop position. - The console prints: `vagrant: backpack count=0 items=[]` **Multiple pickups:** Each E → Q → E cycle moves the same rock in and out. Only one rock is spawned per session. **Workbench flow (Phase D v0.2 + v0.13.0 multi-panel):** - Pick up rock + stick into the backpack (E on each). - Walk to the Workbench (just above the Backpack at (350, 380)) and right-click within 40px range. - Both panels open simultaneously, side-by-side: Workbench-Crafting in the **left-half** layout-slot, Workbench-Inventory in the **right-half** slot (panel v0.2.0 multi-active + layout-slots). - Right-click on a recipe row (e.g. **Stone Pick**) → context menu with **Craft** + **Inspect**. Click **Craft** → crafted item lands in **Workbench-Inventory** (NOT Backpack); it appears in the right-half panel immediately. - Right-click on the crafted item in Workbench-Inventory → **Take** moves it to the Backpack; a "Took " toast appears. - Crafting inputs are aggregated from `{backpack, workbench}` (drain order: backpack first, then workbench). ## Demonstrates - lib-core.puppet v0.4.3 integration: - Multi-look-target: body "soft" (slerp=6, lazy) + head "aim" (instant-snap, ±60° clamp) - Scale-deformation walk cycle: leg.scl_y cycles +1/0/-1 via keyframe animation - Procedural leg orientation: legs face walk direction independent of body rotation - Foot-body-orientation ("tactical twist"): feet face body direction, not leg direction - `inherit_scale: false` on feet: feet do not Y-flip when leg.scl_y goes negative - Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones - Camera in `camera.begin()/finish()` block for correct world-space rendering - WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x) - Shift+WASD sprint → `puppet.set_play_speed` doubles cadence to 0.9x mid-cycle (no animation restart on toggle); player movement speed doubled (120 → 240) - Idle state → idle + idle_lower animations - Camera-chase via lib-core.camera target-provider - Sprite-tilemap via lib-core.maps - lib-core.interaction proximity trigger on the rock at (270, 400), range 40px, "interact" action bound to E — fires inventory.add on dispatch - lib-core.inventory-list: backpack is a container (kind="list"); rock is an individual-stack item; add/remove toggle renderable tag ## Interactions - WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse - Shift held while moving → 2x player speed; walk cadence doubles (smooth mid-cycle transition) - WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway - Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body - Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north - E pressed within 40px of the rock → fires `"interact"` action; rock moves into backpack; console prints `vagrant: backpack count=N items=[...]` - Q pressed with items in backpack → most-recent item drops at player position; pickup trigger re-registered at drop location; console prints updated backpack state ## CI Hooks - `SPOREL_CI=1` → 60-frame perf canary. Emits `vagrant: frame_avg_ms=N` and `vagrant: render_frame_ok` (per-frame, from render hook), then exits. Used by smoke stages P0-S25a + P0-S25b. - `SPOREL_VAGRANT_PHASE1_DRIVE=1` → scripted synthetic WASD (frames 20-40 move east). Used by P0-S25 puppet-test integration. ## References - `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (design basis) - `docs/adrs/0040-puppet-subterrain-model-pivot.md` (architectural rationale) - `architecture/puppet.md` (lib-core.puppet reference) - `audit/2026-05-18-puppet-subterrain-model-manual-test.md` (manual verification checklist) - ADR-0028 (Launcher-Flow) - ADR-0036 (Lib-Override for multi-module reuse) - ADR-0037 (Tests-as-Libs) - ADR-0038 (API-Doc-Convention) ## CHANGELOG ### v0.13.0 — Workbench Multi-Panel via lib-core.panel v0.2.0 - Right-click on Workbench now opens BOTH panels simultaneously: `workbench_crafting` (layout="left-half") + `workbench_inv` (layout="right-half"). - Replaces the v0.12.0 auto-switch workaround that was forced by panel v0.1.1's single-active limitation. The Workbench Gate-2 walkthrough per `2026-06-14-phase-D-workbench-design.md` §7 now runs cleanly. - Deps: lib-core.panel 0.1.1 → 0.2.0 (multi-active + layout-slots). ### v0.12.0 — Workbench - **New: Workbench entity** in the world at (350, 380) — `composition.define_template` with `container = {kind="list"}`, tagged `renderable`, `container`, `workbench`, `interactable`. Placeholder visual re-uses the `slot_07_tee_full` blob_rect_stone tile (visually distinct from rock/stick/rock_pick/rock_pile). - **New: Right-Click on Workbench** opens two panels: - **Workbench Crafting** — recipes are still listed by `lib-core.crafting`, but availability + craft-action use a **multi-source locale** `{sources={backpack, workbench}, sink=workbench}` (crafting v0.2.0 API). Inputs are drained greedy in source-array order (backpack first, then workbench). Output lands in the Workbench, not the Backpack. - **Workbench Inventory** — workbench contents with **Take** + **Inspect** actions on right-click. Take moves the item to the Backpack and fires a `transfer` event-toast. - **Still works**: C-key Backpack-Crafting (basic recipes still craftable with Backpack-only via the bw-compat shim in crafting v0.2.0). The Phase-C C-key callsite passes `state.backpack` as a bare entity-handle; crafting v0.2.0's resolve_locale wraps that as `{sources={backpack}, sink=backpack}` transparently. - **Caveat (panel-lib v0.1 single-active)**: `lib-core.panel` v0.1.1 enforces one active widget. Opening both Workbench panels means only the second (`workbench_inv`) is visible until the player closes it (X); closing it reveals `workbench_crafting`. Proper side-by-side stacking is a future panel-lib slice. **Resolved in v0.13.0** via panel v0.2.0 multi-active + layout-slots. - **Deps**: crafting 0.1.0 → 0.2.0, crafting-display 0.1.0 → 0.2.0. - **Notify events-Channel**: filter um `"transfer"` erweitert, damit Take-Action-Toasts im events-channel landen. - **Input binding**: `"use"` bound to `mouse_right` (mirrors the lib-core.input v0.3.0 unified key+mouse binding). ### v0.11.0 — crafting integration - **New: stick pickup-item** neben rock am Boden (Position 190,400 — 160px links vom Backpack). Re-uses `slot_04_straight` aus blob_rect_stone als Visual- Placeholder (Phase C-Q10). - **New: 2 Recipes** via `lib-core.crafting`: - **Stone Pick** = 1 rock + 1 stick → `rock_pick` - **Rock Pile** = 3 rocks → `rock_pile` - **New: C-Taste** öffnet ein Crafting-Panel via `lib-core.crafting-display`. Recipe-Zeilen sind dimmed, wenn inputs im Backpack fehlen. - **New: Right-Click auf Recipe-Row** → Context-Menu mit **Craft** + **Inspect**. Craft konsumiert inputs aus dem Backpack und legt das Output-Template als neues item-Entity in den Backpack. Inspect routet recipe details (name, description, inputs, output) zum notify-detail-channel. - **New: 3 item-templates** — `stick`, `rock_pick`, `rock_pile` — jedes mit player-facing properties (name, description, weight, volume, composition.). Placeholder atlas-slots: stick=slot_04_straight, rock_pick=slot_05_tee_open, rock_pile=slot_13_solid. - **Deps**: +lib-core.crafting 0.1.0, +lib-core.crafting-display 0.1.0. composition bleibt auf 0.3.0 (gebumpt in Phase C.0). - **Notify events-Channel**: filter um `"craft"` erweitert, damit Craft- Erfolgs- und Fehler-Toasts im events-channel landen. ### v0.10.0 — notification system integration - **Inspect modal**: Inspect action replaced with `notify.post{tags={"inspect"}, ...}` routing to a modal detail-panel (`notify-display` detail-channel). Item name, description, weight, volume, and material composition are passed as structured data. Inspect no longer calls engine.print directly; the notify lib's engine-log mirror routes the event to engine.log for backward-compat with dev tools. - **Pickup world-float**: after `inventory.add`, a `world_overlay.spawn` fires a "+1 Rock" floating text anchored to the player (yellow, rises 24px, fades in 1.2s). A `notify.post` simultaneously emits a pickup event-toast and log entry. - **Drop toast**: the Drop action (both right-click menu and Q quick-drop) emits a `notify.post{tags={"drop","inventory"}}` event-toast after the item is relocated. - **Game-log panel**: a catch-all log channel (`filter={}`) captures every pickup, drop, and inspect event chronologically. **L** toggles the panel. - **New deps**: lib-core.notify v0.1.0, lib-core.notify-display v0.1.0, lib-core.world-overlay v0.1.0. - **Render order**: camera.finish() → world_overlay.render(camera_handle) → panel.render() → notify_display.render() (toasts on top of all UI). ### v0.9.1 — item-template player-facing properties - **Rock template enriched**: `name`, `description`, `weight` (kg), `volume` (L), and `composition.stone = 1.0` properties added. Other item templates can follow the same convention (optional with fallbacks). - **Inspect prints structured info**: `name`, `description`, `weight`, `volume`, and a `composition: =` line; `reg_id` parenthetical at the end. Future notification system will route this to an in-game text panel. - **Module-side label_resolver override removed**: `inventory-list-display` v0.1.1's `default_label_resolver` reads the `name` property; the hardcoded `"Rock"` override is obsolete. ### v0.9.0 — inventory panel UI - **Panel overlay**: `lib-core.panel` + `lib-core.inventory-list-display` wired in. Tab key toggles a panel overlay showing backpack contents. - **Context menu actions**: right-clicking an item row opens a context menu with **Drop** (re-parents item to world at player position, re-registers pickup trigger) and **Inspect** (prints `reg_id` to console). - **Q-drop unchanged**: LIFO quick-drop via Q remains available in parallel to the panel-based drop action. - **Interaction guard**: `interaction.update` is suppressed while the panel is open so world triggers don't fire during menu navigation. ### v0.8.0 — end-to-end inventory demo functional - **Backpack container**: `composition.define_template{id="backpack"}` now includes `container={kind="list"}`. The composition v0.2 validator accepts this; the backpack can now receive items via `inventory.add`. - **End-to-end pickup/drop**: E on the rock calls `inventory.add(state.backpack, rock)`; inventory-list removes the "renderable" tag so the rock disappears from the world. Q calls `inventory.remove`, restores "renderable", relocates item to player position +30px right, and re-registers the pickup trigger. Full loop functional. - **Inventory inspection trace**: after every add or remove, `engine.print` emits `vagrant: backpack count=N items=[...]` (unconditional; user-facing demo feedback). - **Tree-check traces (CI-gated)**: after pickup, `vagrant: tree_check_after_pickup=ok` verifies item appears as `item.*` child of the backpack in the composition tree. After drop, `vagrant: tree_check_after_drop=ok` verifies no `item.*` children remain. - **Backpack interaction.register removed**: the old print-only proximity trigger on the backpack sprite has been deleted. The rock's pickup trigger is the only interaction trigger registered. ### v0.7.3 - **Rock entity**: `composition.define_template{id="rock"}` added (stack_mode=individual, tags=renderable+item). One rock entity spawned at (270, 400) — 80px left of the backpack. Uses `slot_00_isolated` UV from the `blob_rect_stone` atlas (lib-asset.prototype-blob-geom). `register_pickup(state.rock)` wires an interaction trigger so pressing E near the rock fires the pickup callback. `render.draw_entities{tag="renderable"}` (existing Phase A render path) draws the rock without any special-case render code. ### v0.4.4 - **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim `speed` (0.45 → 0.9). Mid-walk sprint toggle uses `puppet.set_play_speed` (new v0.4.4 API) — no animation cycle restart. - **Backpack interaction**: `lib-core.interaction.register(350, 400, 40, "interact", callback)` registered at init. Pressing E within range prints log message via `engine.print` with actor distance. - New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4. ### v0.4.3 - `inherit_scale: false` on foot_l, foot_r: feet no longer Y-flip when leg.scl_y inverts during walk cycle. foot.rest.scl reset to [1,1]. - foot procedural callback writes foot.rot to cancel leg.rot → foot.world.rot = body.world.rot. ### v0.4.2 - Procedural orientation callback writes leg.rot + foot.rot (per-channel guard allows this alongside walk_fwd_lower which writes only leg.scl). ### v0.4.1 - head look-at uses target_local normalization (-π, π]) to fix flick at body south-facing. ### v0.4.0 - Multi-look-target: body tracks "soft", head tracks "aim" (both currently raw mouse). - body.look_at_slerp = 6 (lazy rotation); head instant-snap with rot_min/max ±60°. - Legs re-parented from root to body (hip-static body-relative positioning). - Procedural "leg_foot_orientation" callback: leg faces walk direction, foot cancels leg rotation to stay body-aligned. - walk_fwd_lower plays at speed = 0.45x for human-feel cadence. - Rendering wrapped in camera.begin()/camera.finish() block. ### v0.3.3 - sprite_rot applied to leg bones to compensate for sprite natural orientation. ### v0.3.2 - Persistent look_at_state; fixes rate-limit reset each frame. ### v0.3.1 - look-at atan math corrected: atan(dx, -dy) for sprite-top convention. ### v0.3.0 - Sprite-mode rendering: 13-bone humanoid puppet with multi-channel animation. - walk_fwd_lower (lower track): leg.scl_y cycle +1/0/-1 (substrate walk_fwd_lower). - walk_upper (upper track): arm-swing animation. - idle + idle_lower: upper body sway + leg collapse. - Sprite-tilemap with 4 floor variants; hardcoded furniture. ### v0.2.0 - Sprite-mode rendering throughout: 13-bone humanoid puppet via lib-core.puppet v0.2 with PROTOTYPE asset-pack textures; sprite-tilemap via lib-core.maps v0.1.2 with 4 floor variants; hardcoded furniture (bed, bench, backpack).