# 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] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map ## Planned - [ ] Jobs: building (walls, floors; consumes materials) - [ ] Refuelling fires instead of rebuilding; manual build orders for fires - [ ] Manual wall/room building tool; bed ownership - [ ] Mood, food poisoning from raw food; colonists leaving when unhappy; old age/disease - [ ] Animals flee from hunters; tameable animals; butchering as a separate step - [ ] Per-colonist work priorities (busy colonies leave low-priority work such as hauling undone) - [ ] Walls block light; indoor darkness; deconstruction - [ ] 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 > found/expand stockpile > chop/mine > haul > wander) - [ ] UI to view/override learned stock targets - [ ] 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) - [ ] Colonist panel / better info UI (info panel is plain text) - [ ] Zoom +/- buttons (camera has no buttons; WASD/drag/scroll only)