ADR-0054 Item-Visual-Identity validated end-to-end.
World-sprite migration off the proprietary Subterrain world-atlas:
- Bed + Bench promoted to composition-entities with renderable tag;
rendered via the existing draw_entities path (the hardcoded
draw_sprite_transform calls for furniture are gone).
- Backpack sprite source: Subterrain backpack_001 → TC_Basics sack1.
- Stick visual: blob_rect_stone slot_04_straight → TC_Basics log_pile1.
- rock_pick crafted-output visual: blob_rect_stone slot_05_tee_open →
TC_Basics spade.
- rock + rock_pile + workbench stay on blob_rect_stone (no TC_Basics
equivalent yet).
Scale resolution is now atlas-level (no more module-side constants):
M.init reads tc_meta.atlas_meta.pixels_per_meter and divides into
PROJECT_PIXELS_PER_METER (128 per puppet shoulder anchor) to derive
tc_scale, applied per-entity via lib-core.render v0.3.0's sprite_
scale property.
UI item icons via ADR-0054 §3 Konsum:
- Backpack + Workbench-Inventory rows now show item icons via the
inventory-list-display v0.2.0 default resolver (fallback chain
icon_atlas → sprite_atlas), fit-to-bounds.
- Backpack-Crafting + Workbench-Crafting panels get an icon column
via crafting-display v0.3.0; vagrant supplies a small recipe-
output → {atlas, uv} lookup (craft_icons) and wires it as
icon_resolver on both widgets.
Deps cascaded: lib-core.render 0.2.0 → 0.3.0, lib-core.inventory-
list-display 0.1.1 → 0.2.0, lib-core.crafting-display 0.2.0 → 0.3.0,
lib-asset.prototype-tc-basics 0.1.0 → 0.3.0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
333 lines
19 KiB
Markdown
333 lines
19 KiB
Markdown
# sporel-module-vagrant-skeleton
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F.vagrant Tier-1 test-chamber: single player as a 13-bone humanoid puppet,
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WASD movement, camera-chase, multi-target look-at (body lazy-tracks mouse via
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slerp, head snaps to mouse with ±60° clamp). Demonstrates the Subterrain-style
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puppet control model: leg orientation decoupled from body via procedural
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callback, foot-body-orientation ("tactical twist"), scale-deformation walk
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cycle, and inheritance-decoupled foot sprites. End-to-end inventory pickup/drop
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demo: pick up a rock into a backpack container, drop it back into the world.
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**Version:** 0.14.0
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**Module-ID:** vagrant-skeleton
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**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
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**Tags:** test-chamber, puppet, walking-sim, interaction
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> **v0.14.0:** Bed + Bench + Backpack visuals migrated from the proprietary
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> Subterrain world-atlas to TC_Basics sprites (`single_bed1`, `bench1`,
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> `sack1`). Bed + Bench promoted to composition-entities (renderable tag) —
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> the hardcoded `draw_sprite_transform` calls for furniture are gone. First
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> concrete consumer of ADR-0054 Item-Visual-Identity. The Subterrain dep
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> remains for the puppet sprite parts (`subterrain_player` alias).
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## Topology
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<!-- topology:start (auto-generated; do not edit) -->
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<!-- topology:end -->
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## Controls
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- **W A S D** — direct movement (4-way, normalized for diagonals)
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- **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence)
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- **Mouse** — body + head look-at targets (same position, different smoothing)
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- **E** — interact: if within range of the rock or stick, picks it up into the backpack
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- **Q** — quick-drop (LIFO): places the most-recently-added backpack item at player position (+30px right)
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- **Tab** — toggle inventory panel (Backpack contents)
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- **C** — toggle Backpack-Crafting panel (lists known recipes; availability dimmed by inventory)
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- **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)
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- **Right-Click on item row** (inventory panel): context menu with **Drop** / **Inspect** (Backpack) or **Take** / **Inspect** (Workbench)
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- **Right-Click on recipe row** (crafting panel): context menu with **Craft** / **Inspect**
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- **L** — toggle game-log (chronological list of all events)
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- **Right-Click on item row → Inspect** — opens a modal Item Details panel (instead of console-only output)
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- **Pickup (E)** — shows "+1 <name>" floating above the player + toast at top-right + log entry
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- **Drop (right-click on item → Drop, or Q for LIFO quick-drop)** — toast at top-right + log entry
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- **Craft (right-click on recipe → Craft)** — consumes inputs from current locale, adds output, posts a success/failure toast
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- **Take (right-click on Workbench-item → Take)** — moves item from Workbench → Backpack + toast
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- **ESC** — close any open panel; if no panel is open, return to launcher
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## Demo Walkthrough
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The world contains five notable entities at startup:
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1. **Player** — spawns at (320, 240), controlled via WASD + mouse.
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2. **Backpack** — a visible sprite at (350, 400). Acts as a container (kind="list").
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Not directly interactable; it receives items via inventory.add.
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3. **Rock** — a standalone stone tile at (270, 400), 80px to the left of the backpack.
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Tagged "renderable" + "item"; starts visible on the ground.
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4. **Stick** — a placeholder pickup-item at (190, 400), 160px to the left of the backpack.
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Re-uses the `slot_04_straight` blob_rect_stone tile for its visual (Phase C-Q10
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pragmatic resolution — echtes Stick-Sprite folgt mit dem ersten atlas-baker-decals-Slice).
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5. **Workbench** — a crafting bench at (350, 380), just above the backpack. Container
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(kind="list"); placeholder visual re-uses the `slot_07_tee_full` blob_rect_stone tile.
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Right-Click within range opens Workbench-Crafting + Workbench-Inventory panels.
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**Pickup flow:**
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- Walk toward the rock (it sits to the left of the backpack).
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- Press **E** within 40px of the rock.
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- The rock moves into the backpack via `inventory.add`; its "renderable" tag is
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removed so it no longer appears in the world.
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- The console prints: `vagrant: backpack count=1 items=[<reg_id>]`
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**Drop flow:**
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- Press **Q** at any time when the backpack has items.
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- The most-recently-added item is removed from the backpack (`inventory.remove`)
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and placed at the player position +30px to the right. Its "renderable" tag
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is restored so it reappears in the world.
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- A new pickup trigger is registered at the drop position.
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- The console prints: `vagrant: backpack count=0 items=[]`
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**Multiple pickups:** Each E → Q → E cycle moves the same rock in and out.
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Only one rock is spawned per session.
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**Workbench flow (Phase D v0.2 + v0.13.0 multi-panel):**
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- Pick up rock + stick into the backpack (E on each).
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- Walk to the Workbench (just above the Backpack at (350, 380)) and
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right-click within 40px range.
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- Both panels open simultaneously, side-by-side: Workbench-Crafting in
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the **left-half** layout-slot, Workbench-Inventory in the **right-half**
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slot (panel v0.2.0 multi-active + layout-slots).
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- Right-click on a recipe row (e.g. **Stone Pick**) → context menu with
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**Craft** + **Inspect**. Click **Craft** → crafted item lands in
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**Workbench-Inventory** (NOT Backpack); it appears in the right-half
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panel immediately.
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- Right-click on the crafted item in Workbench-Inventory → **Take** moves
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it to the Backpack; a "Took <item>" toast appears.
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- Crafting inputs are aggregated from `{backpack, workbench}` (drain order:
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backpack first, then workbench).
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## Demonstrates
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- lib-core.puppet v0.4.3 integration:
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- Multi-look-target: body "soft" (slerp=6, lazy) + head "aim" (instant-snap, ±60° clamp)
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- Scale-deformation walk cycle: leg.scl_y cycles +1/0/-1 via keyframe animation
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- Procedural leg orientation: legs face walk direction independent of body rotation
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- Foot-body-orientation ("tactical twist"): feet face body direction, not leg direction
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- `inherit_scale: false` on feet: feet do not Y-flip when leg.scl_y goes negative
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- Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones
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- Camera in `camera.begin()/finish()` block for correct world-space rendering
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- WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x)
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- Shift+WASD sprint → `puppet.set_play_speed` doubles cadence to 0.9x mid-cycle
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(no animation restart on toggle); player movement speed doubled (120 → 240)
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- Idle state → idle + idle_lower animations
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- Camera-chase via lib-core.camera target-provider
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- Sprite-tilemap via lib-core.maps
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- lib-core.interaction proximity trigger on the rock at (270, 400), range 40px,
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"interact" action bound to E — fires inventory.add on dispatch
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- lib-core.inventory-list: backpack is a container (kind="list"); rock is an
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individual-stack item; add/remove toggle renderable tag
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## Interactions
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- WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse
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- Shift held while moving → 2x player speed; walk cadence doubles (smooth mid-cycle transition)
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- WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway
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- Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body
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- Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north
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- E pressed within 40px of the rock → fires `"interact"` action; rock moves into backpack;
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console prints `vagrant: backpack count=N items=[...]`
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- Q pressed with items in backpack → most-recent item drops at player position; pickup trigger
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re-registered at drop location; console prints updated backpack state
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## CI Hooks
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- `SPOREL_CI=1` → 60-frame perf canary. Emits `vagrant: frame_avg_ms=N`
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and `vagrant: render_frame_ok` (per-frame, from render hook), then exits.
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Used by smoke stages P0-S25a + P0-S25b.
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- `SPOREL_VAGRANT_PHASE1_DRIVE=1` → scripted synthetic WASD (frames 20-40
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move east). Used by P0-S25 puppet-test integration.
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## References
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- `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (design basis)
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- `docs/adrs/0040-puppet-subterrain-model-pivot.md` (architectural rationale)
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- `architecture/puppet.md` (lib-core.puppet reference)
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- `audit/2026-05-18-puppet-subterrain-model-manual-test.md` (manual verification checklist)
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- ADR-0028 (Launcher-Flow)
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- ADR-0036 (Lib-Override for multi-module reuse)
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- ADR-0037 (Tests-as-Libs)
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- ADR-0038 (API-Doc-Convention)
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## CHANGELOG
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### v0.13.0 — Workbench Multi-Panel via lib-core.panel v0.2.0
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- Right-click on Workbench now opens BOTH panels simultaneously:
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`workbench_crafting` (layout="left-half") + `workbench_inv`
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(layout="right-half").
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- Replaces the v0.12.0 auto-switch workaround that was forced by
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panel v0.1.1's single-active limitation. The Workbench Gate-2
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walkthrough per `2026-06-14-phase-D-workbench-design.md` §7 now
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runs cleanly.
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- Deps: lib-core.panel 0.1.1 → 0.2.0 (multi-active + layout-slots).
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### v0.12.0 — Workbench
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- **New: Workbench entity** in the world at (350, 380) — `composition.define_template`
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with `container = {kind="list"}`, tagged `renderable`, `container`, `workbench`,
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`interactable`. Placeholder visual re-uses the `slot_07_tee_full`
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blob_rect_stone tile (visually distinct from rock/stick/rock_pick/rock_pile).
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- **New: Right-Click on Workbench** opens two panels:
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- **Workbench Crafting** — recipes are still listed by `lib-core.crafting`,
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but availability + craft-action use a **multi-source locale**
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`{sources={backpack, workbench}, sink=workbench}` (crafting v0.2.0 API).
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Inputs are drained greedy in source-array order (backpack first, then
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workbench). Output lands in the Workbench, not the Backpack.
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- **Workbench Inventory** — workbench contents with **Take** + **Inspect**
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actions on right-click. Take moves the item to the Backpack and fires
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a `transfer` event-toast.
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- **Still works**: C-key Backpack-Crafting (basic recipes still craftable
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with Backpack-only via the bw-compat shim in crafting v0.2.0). The
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Phase-C C-key callsite passes `state.backpack` as a bare entity-handle;
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crafting v0.2.0's resolve_locale wraps that as `{sources={backpack},
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sink=backpack}` transparently.
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- **Caveat (panel-lib v0.1 single-active)**: `lib-core.panel` v0.1.1
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enforces one active widget. Opening both Workbench panels means only
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the second (`workbench_inv`) is visible until the player closes it (X);
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closing it reveals `workbench_crafting`. Proper side-by-side stacking
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is a future panel-lib slice. **Resolved in v0.13.0** via panel v0.2.0
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multi-active + layout-slots.
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- **Deps**: crafting 0.1.0 → 0.2.0, crafting-display 0.1.0 → 0.2.0.
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- **Notify events-Channel**: filter um `"transfer"` erweitert, damit
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Take-Action-Toasts im events-channel landen.
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- **Input binding**: `"use"` bound to `mouse_right` (mirrors the lib-core.input
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v0.3.0 unified key+mouse binding).
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### v0.11.0 — crafting integration
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- **New: stick pickup-item** neben rock am Boden (Position 190,400 — 160px links
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vom Backpack). Re-uses `slot_04_straight` aus blob_rect_stone als Visual-
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Placeholder (Phase C-Q10).
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- **New: 2 Recipes** via `lib-core.crafting`:
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- **Stone Pick** = 1 rock + 1 stick → `rock_pick`
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- **Rock Pile** = 3 rocks → `rock_pile`
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- **New: C-Taste** öffnet ein Crafting-Panel via `lib-core.crafting-display`.
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Recipe-Zeilen sind dimmed, wenn inputs im Backpack fehlen.
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- **New: Right-Click auf Recipe-Row** → Context-Menu mit **Craft** + **Inspect**.
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Craft konsumiert inputs aus dem Backpack und legt das Output-Template als
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neues item-Entity in den Backpack. Inspect routet recipe details (name,
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description, inputs, output) zum notify-detail-channel.
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- **New: 3 item-templates** — `stick`, `rock_pick`, `rock_pile` — jedes mit
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player-facing properties (name, description, weight, volume,
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composition.<material>). Placeholder atlas-slots: stick=slot_04_straight,
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rock_pick=slot_05_tee_open, rock_pile=slot_13_solid.
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- **Deps**: +lib-core.crafting 0.1.0, +lib-core.crafting-display 0.1.0.
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composition bleibt auf 0.3.0 (gebumpt in Phase C.0).
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- **Notify events-Channel**: filter um `"craft"` erweitert, damit Craft-
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Erfolgs- und Fehler-Toasts im events-channel landen.
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### v0.10.0 — notification system integration
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- **Inspect modal**: Inspect action replaced with `notify.post{tags={"inspect"}, ...}` routing
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to a modal detail-panel (`notify-display` detail-channel). Item name, description, weight,
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volume, and material composition are passed as structured data.
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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.
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- **Pickup world-float**: after `inventory.add`, a `world_overlay.spawn` fires a "+1 Rock"
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floating text anchored to the player (yellow, rises 24px, fades in 1.2s). A `notify.post`
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simultaneously emits a pickup event-toast and log entry.
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- **Drop toast**: the Drop action (both right-click menu and Q quick-drop) emits a
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`notify.post{tags={"drop","inventory"}}` event-toast after the item is relocated.
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- **Game-log panel**: a catch-all log channel (`filter={}`) captures every pickup, drop, and
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inspect event chronologically. **L** toggles the panel.
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- **New deps**: lib-core.notify v0.1.0, lib-core.notify-display v0.1.0,
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lib-core.world-overlay v0.1.0.
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- **Render order**: camera.finish() → world_overlay.render(camera_handle) →
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panel.render() → notify_display.render() (toasts on top of all UI).
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### v0.9.1 — item-template player-facing properties
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- **Rock template enriched**: `name`, `description`, `weight` (kg),
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`volume` (L), and `composition.stone = 1.0` properties added. Other item
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templates can follow the same convention (optional with fallbacks).
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- **Inspect prints structured info**: `name`, `description`, `weight`,
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`volume`, and a `composition: <material>=<value>` line; `reg_id`
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parenthetical at the end. Future notification system will route this
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to an in-game text panel.
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- **Module-side label_resolver override removed**: `inventory-list-display`
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v0.1.1's `default_label_resolver` reads the `name` property; the
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hardcoded `"Rock"` override is obsolete.
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### v0.9.0 — inventory panel UI
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- **Panel overlay**: `lib-core.panel` + `lib-core.inventory-list-display` wired in.
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Tab key toggles a panel overlay showing backpack contents.
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- **Context menu actions**: right-clicking an item row opens a context menu with
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**Drop** (re-parents item to world at player position, re-registers pickup trigger)
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and **Inspect** (prints `reg_id` to console).
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- **Q-drop unchanged**: LIFO quick-drop via Q remains available in parallel to the
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panel-based drop action.
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- **Interaction guard**: `interaction.update` is suppressed while the panel is open
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so world triggers don't fire during menu navigation.
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### v0.8.0 — end-to-end inventory demo functional
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- **Backpack container**: `composition.define_template{id="backpack"}` now includes
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`container={kind="list"}`. The composition v0.2 validator accepts this; the backpack
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can now receive items via `inventory.add`.
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- **End-to-end pickup/drop**: E on the rock calls `inventory.add(state.backpack, rock)`;
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inventory-list removes the "renderable" tag so the rock disappears from the world.
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Q calls `inventory.remove`, restores "renderable", relocates item to player position
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+30px right, and re-registers the pickup trigger. Full loop functional.
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- **Inventory inspection trace**: after every add or remove, `engine.print` emits
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`vagrant: backpack count=N items=[...]` (unconditional; user-facing demo feedback).
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- **Tree-check traces (CI-gated)**: after pickup, `vagrant: tree_check_after_pickup=ok`
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verifies item appears as `item.*` child of the backpack in the composition tree.
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After drop, `vagrant: tree_check_after_drop=ok` verifies no `item.*` children remain.
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- **Backpack interaction.register removed**: the old print-only proximity trigger on the
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backpack sprite has been deleted. The rock's pickup trigger is the only interaction
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trigger registered.
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### v0.7.3
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- **Rock entity**: `composition.define_template{id="rock"}` added (stack_mode=individual,
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tags=renderable+item). One rock entity spawned at (270, 400) — 80px left of the backpack.
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Uses `slot_00_isolated` UV from the `blob_rect_stone` atlas (lib-asset.prototype-blob-geom).
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`register_pickup(state.rock)` wires an interaction trigger so pressing E near the rock
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fires the pickup callback. `render.draw_entities{tag="renderable"}` (existing Phase A
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render path) draws the rock without any special-case render code.
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### v0.4.4
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- **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim
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`speed` (0.45 → 0.9). Mid-walk sprint toggle uses `puppet.set_play_speed`
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(new v0.4.4 API) — no animation cycle restart.
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- **Backpack interaction**: `lib-core.interaction.register(350, 400, 40,
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"interact", callback)` registered at init. Pressing E within range
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prints log message via `engine.print` with actor distance.
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- New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4.
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### v0.4.3
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- `inherit_scale: false` on foot_l, foot_r: feet no longer Y-flip when leg.scl_y
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inverts during walk cycle. foot.rest.scl reset to [1,1].
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- foot procedural callback writes foot.rot to cancel leg.rot → foot.world.rot = body.world.rot.
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### v0.4.2
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- Procedural orientation callback writes leg.rot + foot.rot (per-channel guard allows
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this alongside walk_fwd_lower which writes only leg.scl).
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### v0.4.1
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- head look-at uses target_local normalization (-π, π]) to fix flick at body south-facing.
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### v0.4.0
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- Multi-look-target: body tracks "soft", head tracks "aim" (both currently raw mouse).
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- body.look_at_slerp = 6 (lazy rotation); head instant-snap with rot_min/max ±60°.
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- Legs re-parented from root to body (hip-static body-relative positioning).
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- Procedural "leg_foot_orientation" callback: leg faces walk direction,
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foot cancels leg rotation to stay body-aligned.
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- walk_fwd_lower plays at speed = 0.45x for human-feel cadence.
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- Rendering wrapped in camera.begin()/camera.finish() block.
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### v0.3.3
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- sprite_rot applied to leg bones to compensate for sprite natural orientation.
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### v0.3.2
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- Persistent look_at_state; fixes rate-limit reset each frame.
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### v0.3.1
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- look-at atan math corrected: atan(dx, -dy) for sprite-top convention.
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### v0.3.0
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- Sprite-mode rendering: 13-bone humanoid puppet with multi-channel animation.
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- walk_fwd_lower (lower track): leg.scl_y cycle +1/0/-1 (substrate walk_fwd_lower).
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- walk_upper (upper track): arm-swing animation.
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- idle + idle_lower: upper body sway + leg collapse.
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- Sprite-tilemap with 4 floor variants; hardcoded furniture.
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### v0.2.0
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- Sprite-mode rendering throughout: 13-bone humanoid puppet via lib-core.puppet v0.2
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with PROTOTYPE asset-pack textures; sprite-tilemap via lib-core.maps v0.1.2 with
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4 floor variants; hardcoded furniture (bed, bench, backpack).
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