tasks.md 2.6 K · 36 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 (keys 1-3), 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] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map
25
26 ## Planned
27 - [ ] Jobs: building (walls, floors; consumes materials)
28 - [ ] Refuelling fires instead of rebuilding; manual build orders for fires
29 - [ ] Manual wall/room building tool; bed ownership; more needs (food)
30 - [ ] Walls block light; indoor darkness; deconstruction
31 - [ ] Stockpile filters (which item kinds a zone accepts) and storage priority
32 - [ ] 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)
33 - [ ] UI to edit colony goals (material targets)
34 - [ ] Smoother hill shading at close zoom (per-tile shading looks blocky)
35 - [ ] Colonist panel / better info UI (info panel is plain text)
36 - [ ] Zoom +/- buttons (camera has no buttons; WASD/drag/scroll only)