tasks.md 6.5 K · 58 lines · raw · history

1 # Tasks
2
3 ## Done
4 - [x] Project setup, local Bevy 0.20 docs/examples in `docs/bevy/`
5 - [x] Static 2D grid world (terrain types, chunked tilemap rendering)
6 - [x] Camera: WASD/arrow pan, right/middle-drag pan, scroll zoom toward cursor, clamped to world
7 - [x] WebAssembly build (`scripts/build-web.sh`)
8 - [x] Tile hover + selection (outlines, info text, Esc to clear)
9 - [x] A* pathfinding with terrain costs
10 - [x] Colonists: wander, select, right-click move orders, path display
11 - [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
12 - [x] Procedural world generation (noise elevation/fertility, seeds, R to regenerate, spawn in largest walkable region)
13 - [x] Heightmap: hill shading, uphill movement cost, height in tile info
14 - [x] Rivers (flow field), iron/gold ore veins, trees
15 - [x] Job system: autonomous job choice from colony demand, reservations, manual orders override
16 - [x] Woodcutting (auto when wood < goal, or right-click a tree), wood item piles
17 - [x] Stockpile zones (Z tool, starting stockpile) and hauling (auto, or right-click loose items)
18 - [x] Mining (stone/iron/gold → gravel floor), per-material colony goals driving chopping and mining
19 - [x] Colonists found a stockpile when items need storing and expand it when nearly full (no starting stockpile)
20 - [x] Day/night cycle with per-tile lighting; colonists build campfires and torches (wood, burn out); work is slower in the dark
21 - [x] Sleep: rest need, bedtime/naps/exhaustion, colonists sleep by the campfire until morning
22 - [x] Beds: built autonomously (one per colonist, 15 wood), preferred for sleep, faster rest
23 - [x] Walls (stone), doors (wood), roofs: colonists plan and build a roofed shelter around their beds; roofs improve rest
24 - [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
25 - [x] Paths: traffic wears grass into dirt paths (faster, regrow when unused); busiest paths get paved with stone
26 - [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
27 - [x] Performance: food/material searches use precollected tile sets and skip out-of-reach stacks; starving colonists without food keep working
28 - [x] Food security: stock counts only items within colony reach; harvesting, foraging and sowing take priority when food is short
29 - [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
30 - [x] Refuelling fires; manual build tool (B: wall room outlines, doors, campfires, torches, beds); zoom buttons
31 - [x] Designations: Chop/Mine tool (X) marks trees and rock for anyone to work
32 - [x] Walls cast shadows, roofs keep daylight out; deconstruction (build tool mode, refunds half)
33 - [x] Animals flee, ranged hunting, carcasses butchered into meat, taming with breeding herds and slaughter of spare tame animals
34 - [x] Mood (needs, meals, partner, home, sickness, grief), food poisoning from raw food, unhappy colonists leave, ageing and death of old age
35 - [x] Colonist panel: roster with mood faces (click to select) and per-colonist work type toggles
36 - [x] Stockpile filters and priority per connected stockpile (stock moves up to higher priorities); stock target overrides in the panel
37 - [x] Smooth hill shading overlay
38 - [x] Sim performance pass: set-based searches, skip impossible searches, worn/growing tile tracking, rate-limited light re-tints
39 - [x] Seasons: 12-day year, temperature (season + day/night), crops stop growing in the cold and die in frost, sowing only in the growing season, cold slows spoilage, snow cover
40 - [x] Cold: colonist warmth (roofs insulate, fires heat); cold drains food, slows rest, lowers mood; cold colonists warm up by fires; campfires built when chilly, not only dark; food and wood targets cover the cold days ahead
41 - [x] Workshops: workbench, iron tools (crafted on demand, equipped, +50% work speed, wear out); gold statues in finished homes lift mood; Craft work type
42 - [x] Save/load (F5/F9, toolbar buttons): browser localStorage on web, simulator-save.json natively
43 - [x] Max speed fix: target searches respect A*'s no-corner-cutting rule (unreachable diagonal stacks caused repeated full-map path searches)
44 - [x] Housing upkeep: vacant homes kept and reused by new couples, abandoned enclosed homes adopted, blocked doors repaired, homes keep a walkable gap, unreachable blueprints dropped, surplus communal beds deconstructed
45 - [x] Colonist cap raised to 20 (26 names); job search pass to keep Max speed up at 20 colonists
46 - [x] Wood floors: colonists floor finished homes (mood bonus), Build tool floor mode; light only recomputes on wall/roof changes; search reach fix for far stacks
47 - [x] Connected wall rendering (wall tops join neighbouring walls and doors)
48 - [x] Skills: eight work skills set work speed, improve with practice, newcomers have a talent; poor-skill work is tried last
49 - [x] Wolves: predators hunt animals and colonists; health, bites, healing; adults fight wolves near the colony, children and the hurt flee; newcomers now walk to the colony instead of stranding at the edge
50 - [x] Optimization pass: single-threaded fixed schedules, A* scratch buffers, capped wander searches, no retry-every-tick for boxed-in animals, cached reach, more search memos; native SIM_BENCH mode
51 - [x] Colonist cap removed (numbered names past the list); job search pass for 40+ colonists (reach-based nearest targets, cheaper cooking/blueprint checks)
52 - [x] Family hearths: every home gets a hearth where the family cooks (meals stay home) and which heats the home; growth needs 3 days of food per colonist; failed food searches back off
53 - [x] Demolish tool (Q / toolbar): drag to have colonists take down structures and roofs; torn-down homes are forgotten
54 - [x] Medicine: healing herbs, Medicine skill and Doctor work; doctors tend the wounded (faster healing), the badly wounded rest in bed
55 - [x] Dynamic rooms: detected from walls/doors (any build order), roofed when lived in, homes share walls and only plan missing ones, any rectangular room with 2 beds can become a home, boxed-in doors removed; room quality (space, floor, roof, statue, hearth, crowding) drives mood and shows on hover
56 - [x] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map
57
58 ## Planned