# Tasks ## Done - [x] Project setup, local Bevy 0.20 docs/examples in `docs/bevy/` - [x] Static 2D grid world (terrain types, chunked tilemap rendering) - [x] Camera: WASD/arrow pan, right/middle-drag pan, scroll zoom toward cursor, clamped to world - [x] WebAssembly build (`scripts/build-web.sh`) - [x] Tile hover + selection (outlines, info text, Esc to clear) - [x] A* pathfinding with terrain costs - [x] Colonists: wander, select, right-click move orders, path display - [x] Simulation tick (60 Hz fixed timestep), game clock, speeds 1x/3x/6x and adaptive Max (keys 1-4; Max runs as fast as frames allow), pause (Space), render interpolation - [x] Procedural world generation (noise elevation/fertility, seeds, R to regenerate, spawn in largest walkable region) - [x] Heightmap: hill shading, uphill movement cost, height in tile info - [x] Rivers (flow field), iron/gold ore veins, trees - [x] Job system: autonomous job choice from colony demand, reservations, manual orders override - [x] Woodcutting (auto when wood < goal, or right-click a tree), wood item piles - [x] Stockpile zones (Z tool, starting stockpile) and hauling (auto, or right-click loose items) - [x] Mining (stone/iron/gold → gravel floor), per-material colony goals driving chopping and mining - [x] Colonists found a stockpile when items need storing and expand it when nearly full (no starting stockpile) - [x] Day/night cycle with per-tile lighting; colonists build campfires and torches (wood, burn out); work is slower in the dark - [x] Sleep: rest need, bedtime/naps/exhaustion, colonists sleep by the campfire until morning - [x] Beds: built autonomously (one per colonist, 15 wood), preferred for sleep, faster rest - [x] Walls (stone), doors (wood), roofs: colonists plan and build a roofed shelter around their beds; roofs improve rest - [x] Food: hunger need and eating (meals preferred), berry bushes + foraging, wild animals + hunting, farm zones (auto-planned or F tool) with sowing/growing/harvesting, cooking meals at campfires - [x] Paths: traffic wears grass into dirt paths (faster, regrow when unused); busiest paths get paved with stone - [x] Learned stock targets (from consumption, grouped raw food, plus planned construction); food spoilage (slower under roofs); colony growth (newcomers when prosperous) and shrinkage (starvation); event log - [x] Performance: food/material searches use precollected tile sets and skip out-of-reach stacks; starving colonists without food keep working - [x] Food security: stock counts only items within colony reach; harvesting, foraging and sowing take priority when food is short - [x] Families: colonists who spend time together become partners, plan and build their own walled, roofed home with two beds, and have children who grow up after 4 days - [x] Refuelling fires; manual build tool (B: wall room outlines, doors, campfires, torches, beds); zoom buttons - [x] Designations: Chop/Mine tool (X) marks trees and rock for anyone to work - [x] Walls cast shadows, roofs keep daylight out; deconstruction (build tool mode, refunds half) - [x] Animals flee, ranged hunting, carcasses butchered into meat, taming with breeding herds and slaughter of spare tame animals - [x] Mood (needs, meals, partner, home, sickness, grief), food poisoning from raw food, unhappy colonists leave, ageing and death of old age - [x] Colonist panel: roster with mood faces (click to select) and per-colonist work type toggles - [x] Stockpile filters and priority per connected stockpile; stock target overrides in the panel - [ ] Re-haul items from low to high priority stockpiles - [x] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map ## Planned - [ ] Sim performance: per-tile scans in `BuildContext::buildable` and site searches; wasm ticks still ~1 ms each with a full colony - [ ] Smoother hill shading at close zoom (per-tile shading looks blocky)