Files
sporel-module-vagrant-skeleton/README.md
Axel Meyer e38d396b87 feat(vagrant): backpack as inventory container — end-to-end pickup/drop demo
- Add container={kind="list"} to the backpack template so inventory.add
  accepts it as a valid list-container
- Remove old backpack proximity-trigger (print-only callback, pre-B.5);
  the rock's register_pickup is now the sole interaction trigger
- Emit unconditional inventory inspection trace after every add/remove:
  backpack count + item reg-ids for user-facing demo feedback
- Add CI-gated tree-check traces: tree_check_after_pickup=ok and
  tree_check_after_drop=ok verify composition-tree child placement
- Bump version 0.7.3 -> 0.8.0 across init.lua header, manifest.module,
  and README
- README: rewrite Controls section into full demo walkthrough; add Demo
  Walkthrough section; update Demonstrates + Interactions sections;
  add v0.8.0 CHANGELOG entry

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-13 19:00:12 +02:00

187 lines
9.6 KiB
Markdown

# 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:** 0.8.0
**Module-ID:** vagrant-skeleton
**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-core.composition >=0.2.0, lib-core.inventory-list >=0.1.0, lib-asset.prototype-subterrain >=0.1.0
**Tags:** test-chamber, puppet, walking-sim, interaction
## Topology
<!-- topology:start (auto-generated; do not edit) -->
<!-- topology:end -->
## 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, picks it up into the backpack
- **Q** — drop: places the most-recently-added backpack item at player position (+30px right)
- **ESC** — return to launcher
## Demo Walkthrough
The world contains three 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.
**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=[<reg_id>]`
**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.
## 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
### v0.8.0 — 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).