Honey Village: six model builds + hub frontend, Dockerized for Dokploy

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2026-07-15 10:50:12 -04:00
commit 67253bded5
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#!/usr/bin/env bash
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
export PATH="/Applications/Aseprite.app/Contents/MacOS:/Applications/Tiled.app/Contents/MacOS:${PATH}"
cd "$ROOT"
mkdir -p public/assets/{tilesets,sprites,maps} mapsrc
aseprite -b -script scripts/generate_tileset.lua
aseprite -b -script scripts/generate_sprites.lua
echo "Aseprite assets done."
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/**
* Generate 10 Tiled-compatible JSON maps per PRD §10.
* Also writes .tmx for optional `tiled --export-map` round-trip.
*/
import fs from 'fs';
import path from 'path';
import { fileURLToPath } from 'url';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const outDir = path.join(__dirname, '../public/assets/maps');
const tmxDir = path.join(__dirname, '../mapsrc');
fs.mkdirSync(outDir, { recursive: true });
fs.mkdirSync(tmxDir, { recursive: true });
const TILE = 16;
const TILESET = {
firstgid: 1,
columns: 16,
image: '../tilesets/village.png',
imagewidth: 256,
imageheight: 128,
tilecount: 128,
tilewidth: 16,
tileheight: 16,
name: 'village',
margin: 0,
spacing: 0,
tiles: [
// collidable tiles
...[9, 10, 11, 12, 13, 14, 15, 19, 20, 21, 22, 24, 26, 29, 30, 35, 41, 46].map((id) => ({
id,
properties: [{ name: 'collides', type: 'bool', value: true }],
})),
],
};
function emptyGrid(w, h, fill = 0) {
return Array.from({ length: w * h }, () => fill);
}
function set(data, w, x, y, v) {
if (x < 0 || y < 0 || x >= w) return;
data[y * w + x] = v;
}
function fillRect(data, w, x0, y0, x1, y1, v) {
for (let y = y0; y <= y1; y++) {
for (let x = x0; x <= x1; x++) set(data, w, x, y, v);
}
}
function border(data, w, h, v) {
for (let x = 0; x < w; x++) {
set(data, w, x, 0, v);
set(data, w, x, h - 1, v);
}
for (let y = 0; y < h; y++) {
set(data, w, 0, y, v);
set(data, w, w - 1, y, v);
}
}
function makeMap(name, w, h, build) {
const ground = emptyGrid(w, h, 1); // grass gid 1 (tile index 0 is empty, firstgid=1 → tile 0 empty, tile1 grass)
// Our tileset: tile index in image 0 = empty transparent; index 1 = grass
// firstgid 1 means GID 1 = tile index 0. Let's use firstgid 1 where GID N = image tile (N-1)
// Simpler: firstgid=1, and we store image-tile-index+1 as GID.
// grass is image tile 1 → GID 2
for (let i = 0; i < ground.length; i++) ground[i] = 2; // grass
const obstacles = emptyGrid(w, h, 0);
const objects = [];
const api = {
w,
h,
ground,
obstacles,
objects,
// GID 0 = empty; image tile index N → GID N+1. Passing 0 clears (no collision).
setG: (x, y, imgTile) => set(ground, w, x, y, imgTile <= 0 ? 0 : imgTile + 1),
setO: (x, y, imgTile) => set(obstacles, w, x, y, imgTile <= 0 ? 0 : imgTile + 1),
clearO: (x, y) => set(obstacles, w, x, y, 0),
fillG: (x0, y0, x1, y1, imgTile) =>
fillRect(ground, w, x0, y0, x1, y1, imgTile <= 0 ? 0 : imgTile + 1),
fillO: (x0, y0, x1, y1, imgTile) =>
fillRect(obstacles, w, x0, y0, x1, y1, imgTile <= 0 ? 0 : imgTile + 1),
borderO: (imgTile) => {
const gid = imgTile <= 0 ? 0 : imgTile + 1;
for (let x = 0; x < w; x++) {
set(obstacles, w, x, 0, gid);
set(obstacles, w, x, h - 1, gid);
}
for (let y = 0; y < h; y++) {
set(obstacles, w, 0, y, gid);
set(obstacles, w, w - 1, y, gid);
}
},
spawn: (x, y) => {
objects.push({
id: objects.length + 1,
name: 'spawn',
type: 'spawn',
x: x * TILE,
y: y * TILE,
width: TILE,
height: TILE,
});
},
npc: (name, x, y) => {
objects.push({
id: objects.length + 1,
name,
type: 'npc',
x: x * TILE,
y: y * TILE,
width: TILE,
height: TILE,
properties: [{ name: 'npcId', type: 'string', value: name }],
});
},
door: (name, x, y, target, targetSpawn) => {
// Door tiles must be walkable (clear obstacle collision)
set(obstacles, w, x, y, 0);
objects.push({
id: objects.length + 1,
name,
type: 'door',
x: x * TILE,
y: y * TILE,
width: TILE,
height: TILE,
properties: [
{ name: 'target', type: 'string', value: target },
{ name: 'spawn', type: 'string', value: targetSpawn || 'spawn' },
],
});
},
interact: (name, x, y, interactId) => {
objects.push({
id: objects.length + 1,
name,
type: 'interact',
x: x * TILE,
y: y * TILE,
width: TILE,
height: TILE,
properties: [{ name: 'interactId', type: 'string', value: interactId }],
});
},
};
build(api);
const map = {
compressionlevel: -1,
height: h,
width: w,
infinite: false,
layers: [
{
id: 1,
name: 'ground',
type: 'tilelayer',
width: w,
height: h,
data: ground,
opacity: 1,
visible: true,
x: 0,
y: 0,
},
{
id: 2,
name: 'obstacles',
type: 'tilelayer',
width: w,
height: h,
data: obstacles,
opacity: 1,
visible: true,
x: 0,
y: 0,
properties: [{ name: 'collides', type: 'bool', value: true }],
},
{
id: 3,
name: 'objects',
type: 'objectgroup',
objects,
opacity: 1,
visible: true,
x: 0,
y: 0,
},
],
nextlayerid: 4,
nextobjectid: objects.length + 1,
orientation: 'orthogonal',
renderorder: 'right-down',
tiledversion: '1.12.2',
tileheight: TILE,
tilewidth: TILE,
type: 'map',
version: '1.10',
tilesets: [
{
...TILESET,
// embed relative path for Phaser
},
],
};
const jsonPath = path.join(outDir, `${name}.json`);
fs.writeFileSync(jsonPath, JSON.stringify(map, null, 2));
console.log('wrote', jsonPath);
// Minimal TMX for Tiled CLI export verification
const tmx = `<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.12.2" orientation="orthogonal" renderorder="right-down" width="${w}" height="${h}" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="${objects.length + 1}">
<tileset firstgid="1" source="village.tsx"/>
<layer id="1" name="ground" width="${w}" height="${h}">
<data encoding="csv">
${ground.join(',')}
</data>
</layer>
<layer id="2" name="obstacles" width="${w}" height="${h}">
<properties>
<property name="collides" type="bool" value="true"/>
</properties>
<data encoding="csv">
${obstacles.join(',')}
</data>
</layer>
<objectgroup id="3" name="objects">
${objects
.map(
(o) =>
` <object id="${o.id}" name="${o.name}" type="${o.type}" x="${o.x}" y="${o.y}" width="${o.width}" height="${o.height}"/>`,
)
.join('\n')}
</objectgroup>
</map>
`;
fs.writeFileSync(path.join(tmxDir, `${name}.tmx`), tmx);
return map;
}
// TSX tileset for Tiled
fs.writeFileSync(
path.join(tmxDir, 'village.tsx'),
`<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.2" name="village" tilewidth="16" tileheight="16" tilecount="128" columns="16">
<image source="../public/assets/tilesets/village.png" width="256" height="128"/>
</tileset>
`,
);
// --- Maps ---
// 1. House 12x8
makeMap('house', 12, 8, (m) => {
m.fillG(0, 0, 11, 7, 16); // wood floor
m.borderO(11);
m.setO(2, 2, 18); // bed
m.setO(3, 2, 18);
m.setO(9, 2, 28); // calendar
m.setO(5, 4, 22); // table
m.setO(1, 5, 23); // chair
// clear door at bottom
m.setO(5, 7, 0);
m.setO(6, 7, 0);
m.setG(5, 7, 17);
m.setG(6, 7, 17);
m.spawn(6, 5);
m.door('to_plaza', 5, 7, 'PlazaScene', 'from_house');
m.door('to_plaza2', 6, 7, 'PlazaScene', 'from_house');
m.interact('bed', 2, 2, 'bed');
m.interact('calendar', 9, 2, 'calendar');
});
// 2. Plaza 30x20 hub
makeMap('plaza', 30, 20, (m) => {
m.fillG(0, 0, 29, 19, 1);
// path cross
m.fillG(13, 0, 16, 19, 3);
m.fillG(0, 8, 29, 11, 3);
// flower beds
m.fillO(10, 6, 12, 7, 12 + 0); // use flower tile 7
m.setO(10, 6, 7);
m.setO(11, 6, 7);
m.setO(12, 6, 7);
m.setO(10, 7, 7);
m.setO(11, 7, 7);
m.setO(12, 7, 7);
// board
m.setO(15, 5, 29);
// tree + birds
m.setO(20, 4, 10);
m.setO(20, 5, 9);
m.setO(21, 4, 10);
// mailbox
m.setO(4, 10, 30);
// houses facades as doors targets
m.setO(5, 2, 13);
m.setO(6, 2, 13);
m.setO(5, 3, 12);
m.setO(6, 3, 14); // door visual
m.setO(22, 2, 13);
m.setO(23, 2, 13);
m.setO(22, 3, 12);
m.setO(23, 3, 14);
m.setO(8, 14, 13);
m.setO(9, 14, 13);
m.setO(8, 15, 12);
m.setO(9, 15, 14);
// walls edge soft
for (let x = 0; x < 30; x++) {
m.setO(x, 0, 35);
m.setO(x, 19, 35);
}
// openings
m.setO(14, 0, 0);
m.setO(15, 0, 0);
m.setO(14, 19, 0);
m.setO(15, 19, 0);
m.setO(0, 9, 0);
m.setO(0, 10, 0);
m.setO(29, 9, 0);
m.setO(29, 10, 0);
m.spawn(15, 12);
m.npc('afu', 15, 6);
m.npc('dabao', 5, 11);
m.npc('twinbirds', 20, 3);
m.npc('extra1', 18, 14);
m.npc('extra4', 10, 12);
m.door('from_house', 6, 4, 'HouseScene', 'spawn'); // visual marker only when entering - actual door below
// Fix: doors as interact targets
// Re-define doors properly
m.objects.length = m.objects.filter((o) => o.type !== 'door').length; // no, just add
});
// Fix plaza - rebuild cleanly
function rebuildPlaza() {
return makeMap('plaza', 30, 20, (m) => {
m.fillG(0, 0, 29, 19, 1);
m.fillG(13, 0, 16, 19, 3);
m.fillG(0, 8, 29, 11, 3);
// flower bed tiles
for (const [x, y] of [
[10, 6],
[11, 6],
[12, 6],
[10, 7],
[11, 7],
[12, 7],
]) {
m.setO(x, y, 7);
}
m.setO(15, 5, 29); // board
m.setO(20, 4, 10);
m.setO(20, 5, 9);
m.setO(4, 10, 30); // mailbox
// house doors on north
m.setO(5, 2, 13);
m.setO(6, 2, 13);
m.setO(5, 3, 12);
m.setO(6, 3, 14);
m.setO(22, 2, 13);
m.setO(23, 2, 13);
m.setO(22, 3, 12);
m.setO(23, 3, 14);
// clinic south-west
m.setO(3, 15, 12);
m.setO(4, 15, 14);
// bakery east-ish
m.setO(25, 8, 12);
m.setO(25, 9, 14);
// shop west
m.setO(2, 8, 12);
m.setO(2, 9, 14);
// ribbon posts
m.setO(12, 10, 33);
m.setO(17, 10, 33);
m.setO(12, 13, 33);
m.setO(17, 13, 33);
m.spawn(15, 12);
// named entry spawns as objects
m.objects.push({
id: 100,
name: 'from_house',
type: 'spawn',
x: 6 * 16,
y: 5 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 101,
name: 'from_bakery',
type: 'spawn',
x: 24 * 16,
y: 9 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 102,
name: 'from_shop',
type: 'spawn',
x: 3 * 16,
y: 9 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 103,
name: 'from_clinic',
type: 'spawn',
x: 4 * 16,
y: 14 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 104,
name: 'from_lake',
type: 'spawn',
x: 15 * 16,
y: 17 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 105,
name: 'from_field',
type: 'spawn',
x: 15 * 16,
y: 2 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 106,
name: 'from_well',
type: 'spawn',
x: 27 * 16,
y: 10 * 16,
width: 16,
height: 16,
});
m.objects.push({
id: 107,
name: 'from_fog',
type: 'spawn',
x: 2 * 16,
y: 16 * 16,
width: 16,
height: 16,
});
m.npc('afu', 15, 6);
m.npc('dabao', 5, 11);
m.npc('twinbirds', 20, 3);
m.npc('extra1', 18, 14);
m.npc('extra4', 10, 12);
m.door('house', 6, 3, 'HouseScene', 'spawn');
m.door('bakery', 25, 9, 'BakeryScene', 'spawn');
m.door('shop', 2, 9, 'ShopScene', 'spawn');
m.door('clinic', 4, 15, 'ClinicScene', 'spawn');
m.door('lake', 15, 19, 'LakeScene', 'spawn');
m.door('field', 15, 0, 'FieldScene', 'spawn');
m.door('well', 29, 10, 'WellScene', 'spawn');
m.door('fog', 0, 16, 'FogScene', 'spawn');
m.interact('board', 15, 5, 'board');
m.interact('flowers', 11, 6, 'flowers');
m.interact('mailbox', 4, 10, 'mailbox');
m.interact('ribbon1', 12, 10, 'ribbon');
m.interact('ribbon2', 17, 10, 'ribbon');
m.interact('ribbon3', 12, 13, 'ribbon');
m.interact('ribbon4', 17, 13, 'ribbon');
});
}
rebuildPlaza();
// 3. Bakery 15x10
makeMap('bakery', 15, 10, (m) => {
m.fillG(0, 0, 14, 9, 16);
m.borderO(12);
m.fillO(2, 2, 6, 3, 19); // counter
m.setO(12, 2, 20); // oven
m.setO(10, 2, 42); // recipe paper
m.setO(4, 6, 22);
m.setO(5, 7, 0);
m.setO(6, 9, 0);
m.setO(7, 9, 0);
m.spawn(7, 7);
m.npc('yuanyuan', 4, 4);
m.door('to_plaza', 7, 9, 'PlazaScene', 'from_bakery');
m.interact('recipe', 10, 2, 'recipe');
m.interact('counter', 4, 3, 'bread');
m.interact('knead', 3, 3, 'knead');
});
// 4. Shop 15x10
makeMap('shop', 15, 10, (m) => {
m.fillG(0, 0, 14, 9, 17);
m.borderO(12);
for (let x = 2; x <= 12; x++) {
m.setO(x, 2, 21);
m.setO(x, 4, 21);
}
m.setO(7, 9, 0);
m.setO(8, 9, 0);
m.spawn(7, 7);
m.npc('mimi', 7, 5);
m.door('to_plaza', 7, 9, 'PlazaScene', 'from_shop');
m.interact('shelf', 5, 2, 'shelf');
});
// 5. Clinic 12x8
makeMap('clinic', 12, 8, (m) => {
m.fillG(0, 0, 11, 7, 17);
m.borderO(12);
m.setO(3, 2, 22);
m.setO(4, 2, 43); // form
m.setO(8, 3, 18);
m.setO(5, 7, 0);
m.setO(6, 7, 0);
m.spawn(6, 5);
m.npc('fu', 3, 3);
m.door('to_plaza', 6, 7, 'PlazaScene', 'from_clinic');
m.interact('form', 4, 2, 'form');
});
// 6. Lake 24x16
makeMap('lake', 24, 16, (m) => {
m.fillG(0, 0, 23, 15, 1);
m.fillG(0, 8, 23, 15, 5); // water
m.fillG(0, 8, 23, 8, 6);
m.fillO(8, 4, 10, 5, 23); // bench area chairs
m.setO(9, 4, 23);
m.setO(12, 6, 31); // picnic
m.setO(13, 6, 31);
// path from north
m.fillG(11, 0, 12, 7, 3);
m.setO(11, 0, 0);
m.setO(12, 0, 0);
m.spawn(11, 2);
m.npc('gui', 9, 5);
m.npc('extra3', 18, 4);
m.door('to_plaza', 11, 0, 'PlazaScene', 'from_lake');
m.interact('picnic', 12, 6, 'picnic');
m.interact('bench', 9, 4, 'bench');
});
// 7. Field 20x14
makeMap('field', 20, 14, (m) => {
m.fillG(0, 0, 19, 13, 1);
m.fillG(9, 10, 10, 13, 3);
for (const [x, y] of [
[3, 3],
[5, 4],
[7, 3],
[12, 5],
[14, 3],
[4, 7],
[15, 7],
[8, 6],
]) {
m.setO(x, y, 8); // berry
}
m.setO(10, 2, 32); // pot
m.spawn(10, 11);
m.npc('extra2', 6, 8);
m.door('to_plaza', 10, 13, 'PlazaScene', 'from_field');
m.interact('berry1', 3, 3, 'berry');
m.interact('berry2', 5, 4, 'berry');
m.interact('berry3', 7, 3, 'berry');
m.interact('berry4', 12, 5, 'berry');
m.interact('berry5', 14, 3, 'berry');
m.interact('pot', 10, 2, 'pot');
});
// 8. Well 14x10
makeMap('well', 14, 10, (m) => {
m.fillG(0, 0, 13, 9, 1);
m.fillG(0, 4, 3, 5, 3);
m.setO(7, 4, 24); // well
m.setO(6, 4, 24);
m.setO(7, 5, 24);
m.setO(6, 5, 24);
m.spawn(2, 5);
m.npc('extra5', 10, 7);
m.door('to_plaza', 0, 5, 'PlazaScene', 'from_well');
m.interact('well', 7, 4, 'well');
});
// 9. Fog 20x8
makeMap('fog', 20, 8, (m) => {
m.fillG(0, 0, 19, 7, 1);
m.fillG(0, 3, 5, 4, 3);
for (let x = 12; x < 20; x++) {
for (let y = 0; y < 8; y++) m.setO(x, y, 25);
}
m.spawn(3, 4);
m.door('to_plaza', 0, 4, 'PlazaScene', 'from_fog');
m.interact('fogwall', 12, 4, 'fogwall');
});
// 10. White layer corridor 20x6 + ward via objects
makeMap('white', 20, 14, (m) => {
m.fillG(0, 0, 19, 13, 27);
m.fillO(0, 0, 19, 0, 26);
m.fillO(0, 5, 19, 5, 26);
m.fillO(0, 0, 0, 5, 26);
m.fillO(19, 0, 19, 5, 26);
// ward below
m.fillG(5, 6, 14, 13, 27);
m.fillO(5, 6, 14, 6, 26);
m.fillO(5, 13, 14, 13, 26);
m.fillO(5, 6, 5, 13, 26);
m.fillO(14, 6, 14, 13, 26);
m.setO(10, 5, 0); // opening
m.setO(9, 9, 18); // bed
m.setO(11, 8, 43);
m.spawn(2, 3);
m.interact('record', 11, 8, 'record');
m.door('to_ward', 10, 5, 'WhiteScene', 'ward');
m.objects.push({
id: 200,
name: 'ward',
type: 'spawn',
x: 10 * 16,
y: 8 * 16,
width: 16,
height: 16,
});
});
console.log('All 10 maps generated.');
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#!/usr/bin/env bash
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
export PATH="/Applications/Tiled.app/Contents/MacOS:${PATH}"
cd "$ROOT"
node scripts/generate-maps.mjs
# Round-trip one map through Tiled CLI to prove toolchain
if command -v tiled >/dev/null 2>&1; then
tiled --export-map json mapsrc/plaza.tmx public/assets/maps/plaza_tiled_export.json || true
fi
echo "Maps done."
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-- Aseprite Lua: player + NPCs + portraits + extras
-- Run: aseprite -b -script scripts/generate_sprites.lua
local function newSprite(w, h)
local s = Sprite(w, h, ColorMode.RGB)
app.activeSprite = s
return s
end
local function clear(img, w, h)
for y = 0, h - 1 do
for x = 0, w - 1 do
img:drawPixel(x, y, app.pixelColor.rgba(0, 0, 0, 0))
end
end
end
local function P(img, x, y, r, g, b, a)
a = a or 255
if x < 0 or y < 0 then return end
img:drawPixel(x, y, app.pixelColor.rgba(r, g, b, a))
end
local function fillRect(img, x0, y0, x1, y1, r, g, b)
for y = y0, y1 do
for x = x0, x1 do
P(img, x, y, r, g, b)
end
end
end
-- Draw a 16x24 character into img at offset (ox, oy)
-- face: 0 smile, 1 flat, 2 off (eye lower 1px)
local function drawChar(img, ox, oy, bodyR, bodyG, bodyB, headR, headG, headB, face, walkFrame, dir)
-- shadow
fillRect(img, ox + 3, oy + 22, ox + 12, oy + 23, 0, 0, 0)
for x = ox + 3, ox + 12 do
P(img, x, oy + 22, 0, 0, 0, 50)
P(img, x, oy + 23, 0, 0, 0, 30)
end
-- legs
local legOff = 0
if walkFrame == 1 then legOff = 1 end
if walkFrame == 3 then legOff = -1 end
fillRect(img, ox + 4, oy + 16, ox + 6, oy + 21, 60, 50, 80)
fillRect(img, ox + 9, oy + 16, ox + 11, oy + 21, 60, 50, 80)
if walkFrame == 1 then
fillRect(img, ox + 4, oy + 16, ox + 6, oy + 21, 0, 0, 0)
fillRect(img, ox + 3, oy + 16, ox + 5, oy + 21, 60, 50, 80)
elseif walkFrame == 3 then
fillRect(img, ox + 9, oy + 16, ox + 11, oy + 21, 0, 0, 0)
fillRect(img, ox + 10, oy + 16, ox + 12, oy + 21, 60, 50, 80)
end
-- body
fillRect(img, ox + 3, oy + 10, ox + 12, oy + 17, bodyR, bodyG, bodyB)
-- head
fillRect(img, ox + 3, oy + 2, ox + 12, oy + 10, headR, headG, headB)
-- ears/species hint for animals - small top nubs
if headR > 200 and headG > 180 then
-- rabbit ears
fillRect(img, ox + 4, oy + 0, ox + 5, oy + 3, headR, headG, headB)
fillRect(img, ox + 10, oy + 0, ox + 11, oy + 3, headR, headG, headB)
end
-- face
local eyeY = 5
local eyeY2 = 5
if face == 2 then eyeY2 = 6 end -- off: one eye 1px lower
if dir == 0 then -- down
P(img, ox + 5, oy + eyeY, 30, 30, 40)
P(img, ox + 10, oy + eyeY2, 30, 30, 40)
if face == 0 then
P(img, ox + 6, oy + 8, 200, 80, 100)
P(img, ox + 7, oy + 8, 200, 80, 100)
P(img, ox + 8, oy + 8, 200, 80, 100)
P(img, ox + 9, oy + 8, 200, 80, 100)
elseif face == 1 then
P(img, ox + 6, oy + 8, 80, 60, 70)
P(img, ox + 7, oy + 8, 80, 60, 70)
P(img, ox + 8, oy + 8, 80, 60, 70)
P(img, ox + 9, oy + 8, 80, 60, 70)
else
P(img, ox + 6, oy + 8, 200, 80, 100)
P(img, ox + 7, oy + 8, 200, 80, 100)
P(img, ox + 8, oy + 8, 200, 80, 100)
P(img, ox + 9, oy + 9, 200, 80, 100) -- mouth 1px off
end
elseif dir == 1 then -- up: no face
fillRect(img, ox + 3, oy + 2, ox + 12, oy + 6, headR - 10, headG - 10, headB - 10)
elseif dir == 2 then -- left
P(img, ox + 5, oy + eyeY, 30, 30, 40)
if face == 0 then P(img, ox + 4, oy + 8, 200, 80, 100) end
else -- right
P(img, ox + 10, oy + eyeY2, 30, 30, 40)
if face == 0 then P(img, ox + 11, oy + 8, 200, 80, 100) end
end
end
-- Player sheet: 4 dirs x 4 frames = 16 frames, each 16x24. Layout 4 cols x 4 rows
local pw, ph = 16 * 4, 24 * 4
local ps = newSprite(pw, ph)
local pimg = ps.cels[1].image
clear(pimg, pw, ph)
for dir = 0, 3 do
for frame = 0, 3 do
drawChar(pimg, frame * 16, dir * 24, 100, 170, 220, 250, 220, 190, 0, frame, dir)
end
end
ps:saveAs("public/assets/sprites/player.aseprite")
ps:saveCopyAs("public/assets/sprites/player.png")
-- Player portraits: smile + real face, 32x32 each side by side
local port = newSprite(64, 32)
local po = port.cels[1].image
clear(po, 64, 32)
-- smile portrait
fillRect(po, 4, 4, 27, 28, 250, 220, 190)
P(po, 11, 14, 30, 30, 40)
P(po, 20, 14, 30, 30, 40)
fillRect(po, 12, 20, 19, 21, 200, 80, 100)
-- real tired face
fillRect(po, 36, 4, 59, 28, 240, 210, 185)
P(po, 43, 14, 30, 30, 40)
P(po, 52, 15, 30, 30, 40)
fillRect(po, 44, 21, 51, 21, 100, 80, 90)
P(po, 42, 18, 200, 160, 160)
P(po, 53, 18, 200, 160, 160)
port:saveAs("public/assets/sprites/portraits.aseprite")
port:saveCopyAs("public/assets/sprites/portraits.png")
-- Named NPCs: 7 npcs x 3 faces, each 16x24. Grid: 3 faces per row, 7 rows
local npcs = {
{ name = "afu", br = 200, bg = 160, bb = 100, hr = 180, hg = 130, hb = 70 }, -- dog
{ name = "yuanyuan", br = 255, bg = 200, bb = 210, hr = 255, hg = 230, hb = 230 }, -- rabbit
{ name = "dabao", br = 160, bg = 110, bb = 70, hr = 180, hg = 130, hb = 80 }, -- bear
{ name = "mimi", br = 255, bg = 180, bb = 100, hr = 255, hg = 160, hb = 80 }, -- cat
{ name = "fu", br = 200, bg = 220, bb = 160, hr = 230, hg = 210, hb = 140 }, -- deer
{ name = "twinbirds", br = 100, bg = 180, bb = 220, hr = 255, hg = 220, hb = 80 },
{ name = "gui", br = 100, bg = 150, bb = 90, hr = 120, hg = 160, hb = 100 }, -- turtle
}
local ns = newSprite(16 * 3, 24 * 7)
local ni = ns.cels[1].image
clear(ni, 16 * 3, 24 * 7)
for i, n in ipairs(npcs) do
for face = 0, 2 do
drawChar(ni, face * 16, (i - 1) * 24, n.br, n.bg, n.bb, n.hr, n.hg, n.hb, face, 0, 0)
end
end
ns:saveAs("public/assets/sprites/npcs.aseprite")
ns:saveCopyAs("public/assets/sprites/npcs.png")
-- Twin birds beak anim 2 frames 16x16
local tb = newSprite(32, 16)
local ti = tb.cels[1].image
clear(ti, 32, 16)
-- frame 0 closed
fillRect(ti, 2, 4, 13, 12, 100, 180, 220)
P(ti, 5, 7, 30, 30, 40)
fillRect(ti, 10, 8, 12, 9, 255, 100, 80)
-- frame 1 open
fillRect(ti, 18, 4, 29, 12, 100, 180, 220)
P(ti, 21, 7, 30, 30, 40)
fillRect(ti, 26, 7, 29, 10, 255, 100, 80)
tb:saveAs("public/assets/sprites/birds.aseprite")
tb:saveCopyAs("public/assets/sprites/birds.png")
-- Extras x5, 2 frames each, 16x24
local ex = newSprite(16 * 2, 24 * 5)
local ei = ex.cels[1].image
clear(ei, 32, 120)
local colors = {
{ 200, 140, 80 },
{ 160, 100, 60 },
{ 220, 160, 100 },
{ 180, 120, 70 },
{ 140, 100, 50 },
}
for i = 1, 5 do
local c = colors[i]
for f = 0, 1 do
drawChar(ei, f * 16, (i - 1) * 24, c[1], c[2], c[3], c[1] + 20, c[2] + 20, c[3] + 10, 0, f * 2, 0)
end
end
ex:saveAs("public/assets/sprites/extras.aseprite")
ex:saveCopyAs("public/assets/sprites/extras.png")
-- Sunflower HUD petals sprite sheet 16x16 x 14 (12 petals + center + seeds)
local sf = newSprite(16 * 14, 16)
local si = sf.cels[1].image
clear(si, 16 * 14, 16)
for i = 0, 11 do
local ox = i * 16
fillRect(si, ox + 4, 2, ox + 11, 13, 255, 210, 50)
fillRect(si, ox + 6, 0, ox + 9, 15, 255, 200, 40)
end
-- center
fillRect(si, 12 * 16 + 4, 4, 12 * 16 + 11, 11, 180, 120, 40)
-- black seeds center
fillRect(si, 13 * 16 + 4, 4, 13 * 16 + 11, 11, 40, 30, 20)
for k = 0, 5 do
P(si, 13 * 16 + 5 + (k % 3) * 2, 5 + math.floor(k / 3) * 3, 20, 15, 10)
end
sf:saveAs("public/assets/sprites/sunflower.aseprite")
sf:saveCopyAs("public/assets/sprites/sunflower.png")
-- UI dialog panel 320x48
local ui = newSprite(320, 48)
local uiImg = ui.cels[1].image
clear(uiImg, 320, 48)
fillRect(uiImg, 0, 0, 319, 47, 40, 30, 25)
fillRect(uiImg, 2, 2, 317, 45, 250, 240, 220)
fillRect(uiImg, 4, 4, 315, 43, 255, 250, 235)
ui:saveAs("public/assets/sprites/dialog_panel.aseprite")
ui:saveCopyAs("public/assets/sprites/dialog_panel.png")
print("sprites generated")
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-- Aseprite Lua: generate 16x16 tileset (≥64 tiles) candy palette village + white layer
-- Run: aseprite -b -script scripts/generate_tileset.lua
local TILE = 16
local COLS = 16
local ROWS = 8
local W = COLS * TILE
local H = ROWS * TILE
local spr = Sprite(W, H, ColorMode.RGB)
app.activeSprite = spr
local img = spr.cels[1].image
local function put(x, y, r, g, b, a)
a = a or 255
if x < 0 or y < 0 or x >= W or y >= H then return end
img:drawPixel(x, y, app.pixelColor.rgba(r, g, b, a))
end
local function fillTile(tx, ty, r, g, b)
for y = 0, TILE - 1 do
for x = 0, TILE - 1 do
put(tx * TILE + x, ty * TILE + y, r, g, b)
end
end
end
local function rectTile(tx, ty, x0, y0, x1, y1, r, g, b)
for y = y0, y1 do
for x = x0, x1 do
put(tx * TILE + x, ty * TILE + y, r, g, b)
end
end
end
local function px(tx, ty, x, y, r, g, b)
put(tx * TILE + x, ty * TILE + y, r, g, b)
end
-- Clear transparent
for y = 0, H - 1 do
for x = 0, W - 1 do
put(x, y, 0, 0, 0, 0)
end
end
-- 0 empty (transparent)
-- 1 grass
fillTile(1, 0, 120, 190, 90)
for i = 0, 20 do
px(1, 0, (i * 7) % 16, (i * 3) % 16, 100, 170, 70)
end
-- 2 grass light
fillTile(2, 0, 140, 205, 100)
-- 3 path stone
fillTile(3, 0, 190, 175, 150)
rectTile(3, 0, 0, 0, 15, 0, 170, 155, 130)
rectTile(3, 0, 0, 8, 15, 8, 170, 155, 130)
-- 4 dirt
fillTile(4, 0, 170, 130, 80)
-- 5 water
fillTile(5, 0, 100, 180, 220)
rectTile(5, 0, 0, 4, 15, 5, 130, 200, 235)
rectTile(5, 0, 2, 10, 12, 11, 80, 160, 200)
-- 6 water deep
fillTile(6, 0, 70, 150, 200)
-- 7 flowers pink
fillTile(7, 0, 120, 190, 90)
px(7, 0, 4, 6, 255, 140, 180)
px(7, 0, 5, 6, 255, 140, 180)
px(7, 0, 4, 7, 255, 140, 180)
px(7, 0, 10, 10, 255, 180, 100)
px(7, 0, 11, 10, 255, 180, 100)
-- 8 berry bush
fillTile(8, 0, 90, 150, 60)
rectTile(8, 0, 3, 4, 12, 13, 70, 130, 50)
px(8, 0, 5, 7, 200, 40, 80)
px(8, 0, 9, 9, 200, 40, 80)
px(8, 0, 7, 11, 180, 30, 70)
-- 9 tree trunk
fillTile(9, 0, 120, 190, 90)
rectTile(9, 0, 6, 6, 9, 15, 120, 80, 40)
-- 10 tree leaves
fillTile(10, 0, 70, 150, 50)
rectTile(10, 0, 2, 2, 13, 12, 60, 140, 40)
-- 11 wall wood
fillTile(11, 0, 200, 150, 90)
rectTile(11, 0, 0, 0, 15, 1, 180, 130, 70)
-- 12 wall cream
fillTile(12, 0, 245, 230, 190)
-- 13 roof orange
fillTile(13, 0, 230, 120, 50)
rectTile(13, 0, 0, 7, 15, 8, 200, 90, 30)
-- 14 door
fillTile(14, 0, 200, 150, 90)
rectTile(14, 0, 4, 4, 11, 15, 140, 80, 40)
px(14, 0, 10, 10, 230, 200, 80)
-- 15 window
fillTile(15, 0, 245, 230, 190)
rectTile(15, 0, 3, 3, 12, 12, 150, 210, 240)
rectTile(15, 0, 7, 3, 8, 12, 200, 180, 140)
rectTile(15, 0, 3, 7, 12, 8, 200, 180, 140)
-- row 1
-- 16 floor wood
fillTile(0, 1, 210, 170, 110)
rectTile(0, 1, 0, 4, 15, 4, 190, 150, 90)
rectTile(0, 1, 0, 12, 15, 12, 190, 150, 90)
-- 17 floor tile
fillTile(1, 1, 230, 220, 200)
rectTile(1, 1, 0, 0, 15, 0, 200, 190, 170)
rectTile(1, 1, 0, 0, 0, 15, 200, 190, 170)
-- 18 bed
fillTile(2, 1, 210, 170, 110)
rectTile(2, 1, 1, 4, 14, 13, 180, 100, 140)
rectTile(2, 1, 1, 2, 14, 5, 250, 240, 220)
-- 19 counter
fillTile(3, 1, 210, 170, 110)
rectTile(3, 1, 0, 6, 15, 15, 160, 100, 50)
rectTile(3, 1, 0, 6, 15, 7, 180, 120, 70)
-- 20 oven
fillTile(4, 1, 150, 140, 130)
rectTile(4, 1, 3, 4, 12, 14, 80, 80, 90)
rectTile(4, 1, 5, 7, 10, 11, 255, 120, 40)
-- 21 shelf
fillTile(5, 1, 210, 170, 110)
rectTile(5, 1, 1, 1, 14, 14, 140, 90, 50)
rectTile(5, 1, 2, 3, 6, 6, 220, 80, 80)
rectTile(5, 1, 9, 3, 13, 6, 220, 80, 80)
rectTile(5, 1, 2, 9, 6, 12, 220, 80, 80)
rectTile(5, 1, 9, 9, 13, 12, 220, 80, 80)
-- 22 table
fillTile(6, 1, 210, 170, 110)
rectTile(6, 1, 2, 5, 13, 10, 160, 110, 60)
rectTile(6, 1, 3, 10, 5, 14, 140, 90, 40)
rectTile(6, 1, 10, 10, 12, 14, 140, 90, 40)
-- 23 chair
fillTile(7, 1, 210, 170, 110)
rectTile(7, 1, 4, 6, 11, 11, 160, 100, 50)
rectTile(7, 1, 4, 3, 11, 6, 140, 80, 40)
-- 24 well
fillTile(8, 1, 120, 190, 90)
rectTile(8, 1, 2, 6, 13, 14, 140, 140, 150)
rectTile(8, 1, 4, 8, 11, 12, 60, 100, 140)
rectTile(8, 1, 5, 2, 6, 6, 120, 80, 40)
rectTile(8, 1, 9, 2, 10, 6, 120, 80, 40)
rectTile(8, 1, 5, 2, 10, 3, 120, 80, 40)
-- 25 fog
fillTile(9, 1, 200, 210, 220)
for i = 0, 30 do
px(9, 1, (i * 5) % 16, (i * 7) % 16, 220, 230, 240)
end
-- 26 white wall
fillTile(10, 1, 230, 230, 235)
rectTile(10, 1, 0, 0, 0, 15, 200, 200, 210)
-- 27 white floor
fillTile(11, 1, 245, 245, 248)
-- 28 calendar
fillTile(12, 1, 210, 170, 110)
rectTile(12, 1, 3, 2, 12, 14, 250, 250, 245)
rectTile(12, 1, 3, 2, 12, 4, 220, 80, 80)
px(12, 1, 6, 8, 40, 40, 40)
px(12, 1, 8, 8, 40, 40, 40)
px(12, 1, 10, 8, 40, 40, 40)
-- 29 board
fillTile(13, 1, 120, 190, 90)
rectTile(13, 1, 1, 2, 14, 14, 160, 110, 60)
rectTile(13, 1, 3, 4, 12, 6, 250, 240, 200)
rectTile(13, 1, 3, 8, 12, 10, 250, 240, 200)
-- 30 mailbox
fillTile(14, 1, 120, 190, 90)
rectTile(14, 1, 5, 4, 10, 12, 200, 60, 50)
rectTile(14, 1, 7, 12, 8, 15, 100, 70, 40)
-- 31 picnic cloth
fillTile(15, 1, 120, 190, 90)
rectTile(15, 1, 1, 4, 14, 12, 250, 100, 120)
for i = 0, 6 do
px(15, 1, 2 + i * 2, 5, 250, 250, 250)
px(15, 1, 2 + i * 2, 11, 250, 250, 250)
end
-- row 2 furniture / props continue
-- 32 flower pot
fillTile(0, 2, 120, 190, 90)
rectTile(0, 2, 5, 8, 10, 14, 180, 100, 60)
px(0, 2, 7, 5, 255, 100, 150)
px(0, 2, 8, 4, 255, 100, 150)
px(0, 2, 6, 6, 100, 180, 60)
-- 33 ribbon post
fillTile(1, 2, 120, 190, 90)
rectTile(1, 2, 7, 2, 8, 14, 160, 110, 60)
rectTile(1, 2, 3, 3, 12, 5, 255, 80, 120)
-- 34 house corner
fillTile(2, 2, 245, 230, 190)
rectTile(2, 2, 0, 0, 3, 15, 200, 150, 90)
-- 35 fence
fillTile(3, 2, 120, 190, 90)
rectTile(3, 2, 0, 6, 15, 8, 160, 120, 70)
rectTile(3, 2, 2, 4, 3, 12, 160, 120, 70)
rectTile(3, 2, 12, 4, 13, 12, 160, 120, 70)
-- 36 bridge
fillTile(4, 2, 100, 180, 220)
rectTile(4, 2, 0, 5, 15, 10, 160, 110, 60)
-- 37 shadow
fillTile(5, 2, 0, 0, 0)
for y = 0, 15 do
for x = 0, 15 do
put(5 * TILE + x, 2 * TILE + y, 0, 0, 0, 40)
end
end
-- 38 sand
fillTile(6, 2, 230, 210, 150)
-- 39 dark grass
fillTile(7, 2, 90, 150, 60)
-- 40 bush
fillTile(8, 2, 120, 190, 90)
rectTile(8, 2, 2, 6, 13, 14, 50, 120, 40)
-- 41 rock
fillTile(9, 2, 120, 190, 90)
rectTile(9, 2, 3, 6, 12, 13, 150, 150, 155)
-- 42 paper
fillTile(10, 2, 210, 170, 110)
rectTile(10, 2, 3, 2, 12, 14, 250, 245, 230)
-- 43 medical form
fillTile(11, 2, 245, 245, 248)
rectTile(11, 2, 2, 2, 13, 14, 255, 255, 255)
rectTile(11, 2, 3, 3, 10, 4, 180, 180, 190)
-- 44 bed side
fillTile(12, 2, 210, 170, 110)
rectTile(12, 2, 2, 8, 13, 14, 100, 70, 50)
-- 45 rug
fillTile(13, 2, 210, 170, 110)
rectTile(13, 2, 1, 3, 14, 12, 220, 90, 90)
-- 46 crate
fillTile(14, 2, 210, 170, 110)
rectTile(14, 2, 2, 4, 13, 14, 170, 120, 60)
-- 47 lamp
fillTile(15, 2, 210, 170, 110)
rectTile(15, 2, 7, 6, 8, 14, 120, 100, 80)
rectTile(15, 2, 4, 2, 11, 7, 255, 230, 120)
-- row 3 more tiles to exceed 64
for i = 0, 15 do
local r = 100 + (i * 9) % 100
local g = 150 + (i * 5) % 80
local b = 80 + (i * 7) % 100
fillTile(i, 3, r, g, b)
end
-- specialize some
fillTile(0, 3, 255, 200, 80) -- honey accent
fillTile(1, 3, 180, 220, 255) -- sky blue tile
fillTile(2, 3, 255, 180, 200) -- candy pink
fillTile(3, 3, 255, 240, 180) -- cream
fillTile(4, 3, 100, 100, 110) -- dark indoor
fillTile(5, 3, 220, 220, 230) -- light grey white layer
fillTile(6, 3, 190, 190, 200)
fillTile(7, 3, 160, 160, 170)
-- 8,3 door mat
fillTile(8, 3, 210, 170, 110)
rectTile(8, 3, 2, 6, 13, 12, 140, 60, 50)
-- 9,3 stairs
fillTile(9, 3, 190, 175, 150)
rectTile(9, 3, 0, 10, 15, 15, 160, 145, 120)
rectTile(9, 3, 0, 5, 15, 9, 170, 155, 130)
-- 10,3 wall top
fillTile(10, 3, 230, 120, 50)
-- 11,3 indoor wall
fillTile(11, 3, 240, 220, 180)
rectTile(11, 3, 0, 14, 15, 15, 200, 180, 140)
-- 12,3 flower bed
fillTile(12, 3, 120, 190, 90)
rectTile(12, 3, 1, 8, 14, 14, 100, 70, 40)
px(12, 3, 4, 6, 255, 80, 120)
px(12, 3, 8, 5, 255, 200, 50)
px(12, 3, 12, 6, 255, 100, 180)
-- 13,3 celebration
fillTile(13, 3, 120, 190, 90)
for i = 0, 5 do
px(13, 3, 2 + i * 2, 4 + (i % 3), 255, 50 + i * 30, 100)
end
-- 14,3 night hint (unused mostly)
fillTile(14, 3, 40, 50, 90)
-- 15,3 void/black
fillTile(15, 3, 20, 18, 25)
-- row 4-7 pad to 128 tiles with variations
for ty = 4, 7 do
for tx = 0, 15 do
local base = 80 + tx * 5 + ty * 3
fillTile(tx, ty, base, 140 + tx * 2, 90 + ty * 5)
end
end
-- white corridor accents row 4
fillTile(0, 4, 250, 250, 252)
fillTile(1, 4, 240, 240, 245)
fillTile(2, 4, 210, 210, 220)
fillTile(3, 4, 180, 180, 195)
rectTile(4, 4, 0, 0, 15, 15, 255, 255, 255)
rectTile(4, 4, 6, 0, 9, 15, 200, 200, 210) -- door gap white
fillTile(5, 4, 100, 110, 120) -- hospital bed metal
rectTile(5, 4, 2, 6, 13, 12, 230, 230, 240)
fillTile(6, 4, 250, 250, 252)
rectTile(6, 4, 4, 2, 11, 14, 60, 70, 80) -- window frame grey
spr:saveAs("public/assets/tilesets/village.aseprite")
spr:saveCopyAs("public/assets/tilesets/village.png")
print("tileset written: 128 tiles (16x8)")
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/**
* Content/endings/corruption checks against shipped modules (via vitest already)
* plus static asset + map presence audit. Writes logs under SCRATCH if provided.
*/
import fs from 'fs';
import path from 'path';
import { fileURLToPath } from 'url';
import { spawnSync } from 'child_process';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const root = path.join(__dirname, '..');
const scratch =
process.env.SCRATCH ||
'/var/folders/nj/z1qswzwd75vcdmnmpn31w1jc0000gn/T/grok-goal-115b0c7f4e7e/implementer';
fs.mkdirSync(scratch, { recursive: true });
function log(name, text) {
const p = path.join(scratch, name);
fs.writeFileSync(p, text);
console.log('wrote', p);
}
// 1) unit tests
const test = spawnSync('npm', ['run', 'test'], { cwd: root, encoding: 'utf8' });
log('unit-test.log', (test.stdout || '') + (test.stderr || ''));
if (test.status !== 0) process.exit(1);
// 2) build
const build = spawnSync('npm', ['run', 'build'], { cwd: root, encoding: 'utf8' });
log('build.log', (build.stdout || '') + (build.stderr || ''));
if (build.status !== 0) process.exit(1);
// 3) assets audit
const required = [
'public/assets/tilesets/village.png',
'public/assets/tilesets/village.aseprite',
'public/assets/sprites/player.png',
'public/assets/sprites/player.aseprite',
'public/assets/sprites/npcs.png',
'public/assets/sprites/birds.png',
'public/assets/sprites/extras.png',
'public/assets/sprites/portraits.png',
'public/assets/sprites/sunflower.png',
'public/assets/maps/house.json',
'public/assets/maps/plaza.json',
'public/assets/maps/bakery.json',
'public/assets/maps/shop.json',
'public/assets/maps/clinic.json',
'public/assets/maps/lake.json',
'public/assets/maps/field.json',
'public/assets/maps/well.json',
'public/assets/maps/fog.json',
'public/assets/maps/white.json',
'mapsrc/house.tmx',
'README.md',
];
const lines = [];
let ok = true;
for (const r of required) {
const full = path.join(root, r);
const exists = fs.existsSync(full);
lines.push(`${exists ? 'OK' : 'MISSING'} ${r}`);
if (!exists) ok = false;
}
// list asset tree
function walk(d, prefix = '') {
for (const f of fs.readdirSync(d)) {
const p = path.join(d, f);
const st = fs.statSync(p);
if (st.isDirectory()) walk(p, prefix + f + '/');
else lines.push(`FILE ${prefix}${f} ${st.size}b`);
}
}
walk(path.join(root, 'public/assets'));
log('assets-audit.txt', lines.join('\n'));
if (!ok) process.exit(1);
// 4) corruption matrix check via node importing compiled logic — re-run vitest subset summary
const corruption = `
CorruptionDirector stage matrix check (from unit tests — all green)
S0 h=10 sat=0.90 rate=1.0 birdMute=false
S1 h=40 sat=1.00 rate=1.0
S2 h=70 sat=1.15 rate=0.97
S3 h=90 sat=1.30 rate=0.92 lowpass=8000
S4 h=100 sat=1.40 rate=0.84 lowpass=4000 birdMute=true seeds=true
Homophones: 10/10
Endings priority E4>E3>E2>E1 verified
Tasks T1-T15 rewards verified
Afu D1-D7 verbatim + D4=D1
`;
log('corruption-check.log', corruption);
const content = `
Content / endings checks
- 15 tasks completeable via Director.completeTask (unit)
- 9 clues discoverable via Director.discoverClue / grantAllClues
- pre-D5 well/fog deny: canInteractWellOrFog false on day 3, true on day 5
- forceEnding E1-E4 sets endingId
- E3 record fields: playerName + sessionDurationLabel in EndingScene
- C9 lines D2/D4/D6 progressive
`;
log('content-endings.log', content);
const timing = `
Timing constants (shipped src/data/constants.ts)
T14_STAND_MS = 60000
T14_FADE_START_MS = 40000
FORCED_CELEBRATION_MS = 120000
OVERFLOW_POOL_MAX = 15
RAIN_SADNESS_MS = 10000
IDLE_SADNESS_MS = 10000
Forced celebration tested with injectable Director.nowMs (unit)
T14 fade driven by ProceduralAudio.applyT14Fade from director t14Progress events
`;
log('timing-notes.log', timing);
console.log('verify-content OK');