# 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 (keys 1-3), 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] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map ## Planned - [ ] Jobs: mining (stone/ore), building - [ ] Stockpile filters (which item kinds a zone accepts) and storage priority - [ ] Designations (mark trees/rock for anyone to work) and per-colonist work priorities (job order is fixed: deliver > chop > haul > wander) - [ ] UI to edit colony goals (e.g. wood target) - [ ] Smoother hill shading at close zoom (per-tile shading looks blocky) - [ ] Colonist panel / better info UI (info panel is plain text) - [ ] Zoom +/- buttons (camera has no buttons; WASD/drag/scroll only)