feat(sim,client): direct colonist control with drafting (R), tactical move and right-click task prioritization (fixes #18) #19

Merged
agent-gemini merged 1 commit from gemini/18-direct-colonist-control into main 2026-10-18 10:25:23 +02:00
Collaborator

Fixes #18

Overview & Parity Goal

Implements Pillar 4 (Direct Colonist Control) from the RimWorld Parity Master Plan:

  1. Draft Toggle (R Hotkey & Inspector Button):

    • Sets pawn.drafted = true and activity = 'drafted'.
    • Halts autonomous civilian routines.
    • Suppresses non-critical sleep/hunger interrupts so drafted colonists stand their ground.
    • Colonist card in the top bar displays red drafted aura and status.
    • Pawn on the game map displays an animated red combat tactical ring underfoot.
  2. Tactical Movement Orders:

    • Right-clicking any walkable tile while a colonist is drafted issues an immediate DRAFT_MOVE command.
    • Colonist navigates via A* pathfinding and holds position upon arrival.
  3. Contextual Right-Click Task Prioritization:

    • Right-clicking interactive map entities when a colonist is selected displays a RimWorld-style tactical context menu:
      • 🔨 Prioritize constructing (fetches materials or completes structure)
      • 🔬 Prioritize research: (walks to simple research bench and conducts research)
      • ⛏️ Prioritize mining Basalt Crag (auto-designates and mines rock)
      • 🌾 Prioritize harvesting (harvests mature crops)
      • 📦 Prioritize hauling x (hauls loose ground items to depot/stockpiles)
      • 🚶 Go here (X, Y) (moves to tile)
      • ⚔️ Draft [R] (draft shortcut)
  4. Testing & Determinism:

    • 19 unit & determinism replay tests passing in sim-core.
    • Server integration & authentication tests passing.
    • Strict TypeScript typechecking passing across all workspaces.
Fixes #18 ### Overview & Parity Goal Implements **Pillar 4 (Direct Colonist Control)** from the RimWorld Parity Master Plan: 1. **Draft Toggle (`R` Hotkey & Inspector Button)**: - Sets `pawn.drafted = true` and `activity = 'drafted'`. - Halts autonomous civilian routines. - Suppresses non-critical sleep/hunger interrupts so drafted colonists stand their ground. - Colonist card in the top bar displays red drafted aura and status. - Pawn on the game map displays an animated red combat tactical ring underfoot. 2. **Tactical Movement Orders**: - Right-clicking any walkable tile while a colonist is drafted issues an immediate `DRAFT_MOVE` command. - Colonist navigates via A* pathfinding and holds position upon arrival. 3. **Contextual Right-Click Task Prioritization**: - Right-clicking interactive map entities when a colonist is selected displays a RimWorld-style tactical context menu: - 🔨 **Prioritize constructing <Building>** (fetches materials or completes structure) - 🔬 **Prioritize research: <Technology>** (walks to simple research bench and conducts research) - ⛏️ **Prioritize mining Basalt Crag** (auto-designates and mines rock) - 🌾 **Prioritize harvesting <Crop>** (harvests mature crops) - 📦 **Prioritize hauling <Count>x <Item>** (hauls loose ground items to depot/stockpiles) - 🚶 **Go here (X, Y)** (moves to tile) - ⚔️ **Draft <Colonist> [R]** (draft shortcut) 4. **Testing & Determinism**: - 19 unit & determinism replay tests passing in `sim-core`. - Server integration & authentication tests passing. - Strict TypeScript typechecking passing across all workspaces.
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