From d684ad0355b01dfc3cfac0343057f4606168c91c Mon Sep 17 00:00:00 2001 From: Rokojori Date: Fri, 25 Sep 2026 22:32:02 +0200 Subject: [PATCH] Initial Commit --- .gitignore | 75 + .roject/layout-m7poxa5t07hwwhjjkt252a.json | 1 + .vscode/extensions.json | 5 + .vscode/launch.json | 10 + .vscode/settings.json | 71 + Assets/Hello World.asset | 16 + Assets/Hello World.asset.meta | 8 + Assets/Main.meta | 8 + Assets/Main/Main.unity | 809 +++++++ Assets/Main/Main.unity.meta | 7 + Assets/Main/Red.mat | 139 ++ Assets/Main/Red.mat.meta | 8 + Assets/Scripts.meta | 8 + Assets/Scripts/Project.meta | 8 + Assets/Scripts/Rokojori.meta | 8 + .../Rokojori/Dialog/Actions/ActionList.cs | 18 + .../Dialog/Actions/GameStateAction.cs | 11 + .../Rokojori/Dialog/Actions/ModifyProperty.cs | 19 + .../Rokojori/Dialog/Actions/SetProperty.cs | 30 + .../Scripts/Rokojori/Dialog/CommentBlock.cs | 15 + .../Rokojori/Dialog/Conditions/CompareInt.cs | 38 + .../Dialog/Conditions/GameStateCondition.cs | 11 + .../Rokojori/Dialog/Conditions/HasObject.cs | 19 + .../Dialog/Conditions/ListCondition.cs | 30 + .../Scripts/Rokojori/Dialog/DialogAnswer.cs | 10 + Assets/Scripts/Rokojori/Dialog/DialogBlock.cs | 18 + .../Scripts/Rokojori/Dialog/DialogBranch.cs | 20 + Assets/Scripts/Rokojori/Dialog/DialogLine.cs | 21 + Assets/Scripts/Rokojori/Dialog/DialogList.cs | 29 + .../Scripts/Rokojori/Dialog/DialogManager.cs | 29 + .../Scripts/Rokojori/Dialog/DialogOption.cs | 16 + .../Rokojori/Dialog/DialogProcessor.cs | 31 + .../Scripts/Rokojori/Dialog/IDialogDisplay.cs | 11 + .../Scripts/Rokojori/Dialog/PlayerChoice.cs | 28 + Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs | 16 + Assets/Scripts/Rokojori/Dialog/Speaker.cs | 12 + .../Dialog/Testing/HeadlessDialogDisplay.cs | 31 + Assets/Scripts/Rokojori/Events.meta | 8 + .../Scripts/Rokojori/Events/EventProperty.cs | 78 + .../Rokojori/Events/EventProperty.cs.meta | 2 + Assets/Scripts/Rokojori/Events/EventSlot.cs | 143 ++ .../Scripts/Rokojori/Events/EventSlot.cs.meta | 2 + Assets/Scripts/Rokojori/Events/Null.cs | 15 + Assets/Scripts/Rokojori/Events/Null.cs.meta | 2 + Assets/Scripts/Rokojori/Extensions.meta | 8 + .../Rokojori/Extensions/ListExtensions.cs | 23 + .../Extensions/ListExtensions.cs.meta | 2 + .../Rokojori/Extensions/SceneExtensions.cs | 49 + .../Extensions/SceneExtensions.cs.meta | 2 + .../Extensions/TransformExtensions.cs | 16 + .../Extensions/TransformExtensions.cs.meta | 2 + .../GameState/GameStateBoolVariable.cs | 14 + .../Rokojori/GameState/GameStateManager.cs | 123 ++ .../GameState/GameStateNumberVariable.cs | 14 + .../Rokojori/GameState/GameStateVariable.cs | 13 + Assets/Scripts/Rokojori/Locales.meta | 8 + Assets/Scripts/Rokojori/Locales/Locale.cs | 14 + .../Scripts/Rokojori/Locales/Locale.cs.meta | 2 + Assets/Scripts/Rokojori/Locales/LocaleCode.cs | 20 + .../Rokojori/Locales/LocaleCode.cs.meta | 2 + .../Scripts/Rokojori/Locales/LocaleManager.cs | 12 + 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+ +[CreateAssetMenu( menuName = "Rokojori/Dialog/Actions/Action List" )] +public class ActionList : GameStateAction +{ + public List actions = new List(); + + public override void Execute() + { + actions.ForEach( a => a.Execute() ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Actions/GameStateAction.cs b/Assets/Scripts/Rokojori/Dialog/Actions/GameStateAction.cs new file mode 100644 index 0000000..970a8be --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Actions/GameStateAction.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +namespace Rokojori +{ + +public abstract class GameStateAction : ScriptableObject +{ + public abstract void Execute(); +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs b/Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs new file mode 100644 index 0000000..fd73635 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Actions/Modify Property" )] +public class ModifyProperty : GameStateAction +{ + public GameStateNumberVariable variable = null; + public double delta = 0; + + public override void Execute() + { + var manager = GameStateManager.instance; + manager.SetValue( variable, manager.GetValue( variable ) + delta ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs b/Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs new file mode 100644 index 0000000..3f388a9 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +namespace Rokojori +{ + +// Set either a number or a bool variable (whichever reference is assigned). +[CreateAssetMenu( menuName = "Rokojori/Dialog/Actions/Set Property" )] +public class SetProperty : GameStateAction +{ + public GameStateNumberVariable numberVariable = null; + public double numberValue = 0; + + public GameStateBoolVariable boolVariable = null; + public bool boolValue = false; + + public override void Execute() + { + if ( numberVariable != null ) + { + GameStateManager.instance.SetValue( numberVariable, numberValue ); + } + + if ( boolVariable != null ) + { + GameStateManager.instance.SetValue( boolVariable, boolValue ); + } + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/CommentBlock.cs b/Assets/Scripts/Rokojori/Dialog/CommentBlock.cs new file mode 100644 index 0000000..0304ba5 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/CommentBlock.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace Rokojori +{ + +// Editor-only annotation. No gameplay effect - it just falls through to +// "next", which is DialogBlock's default behaviour. +[CreateAssetMenu( menuName = "Rokojori/Dialog/Comment Block" )] +public class CommentBlock : DialogBlock +{ + [TextArea] + public string comment = ""; +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs b/Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs new file mode 100644 index 0000000..c0d5c5d --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs @@ -0,0 +1,38 @@ +using UnityEngine; + +namespace Rokojori +{ + +public enum CompareOperator +{ + Equal, + NotEqual, + GreaterThan, + GreaterOrEqual, + LessThan, + LessOrEqual +} + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Conditions/Compare Int" )] +public class CompareInt : GameStateCondition +{ + public GameStateNumberVariable variable = null; + public CompareOperator comparison = CompareOperator.Equal; + public int value = 0; + + public override bool Evaluate() + { + var current = GameStateManager.instance.GetValue( variable ); + + if ( CompareOperator.Equal == comparison ) return value == current; + if ( CompareOperator.NotEqual == comparison ) return value != current; + if ( CompareOperator.GreaterThan == comparison ) return current > value; + if ( CompareOperator.GreaterOrEqual == comparison ) return current >= value; + if ( CompareOperator.LessThan == comparison ) return current < value; + if ( CompareOperator.LessOrEqual == comparison ) return current <= value; + + return false; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Conditions/GameStateCondition.cs b/Assets/Scripts/Rokojori/Dialog/Conditions/GameStateCondition.cs new file mode 100644 index 0000000..1cf865d --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Conditions/GameStateCondition.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +namespace Rokojori +{ + +public abstract class GameStateCondition : ScriptableObject +{ + public abstract bool Evaluate(); +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs b/Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs new file mode 100644 index 0000000..a936e56 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace Rokojori +{ + +// There is no inventory/object system yet, so "having an object" is modelled +// as a GameStateBoolVariable flag until one exists. +[CreateAssetMenu( menuName = "Rokojori/Dialog/Conditions/Has Object" )] +public class HasObject : GameStateCondition +{ + public GameStateBoolVariable variable = null; + + public override bool Evaluate() + { + return GameStateManager.instance.GetValue( variable ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs b/Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs new file mode 100644 index 0000000..119f601 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs @@ -0,0 +1,30 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Rokojori +{ + +public enum ListConditionMode +{ + All, + AtLeastOne, + None +} + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Conditions/List Condition" )] +public class ListCondition : GameStateCondition +{ + public ListConditionMode mode = ListConditionMode.All; + public List conditions = new List(); + + public override bool Evaluate() + { + if ( ListConditionMode.All == mode ) return conditions.TrueForAll( c => c.Evaluate() ); + if ( ListConditionMode.AtLeastOne == mode ) return conditions.Exists( c => c.Evaluate() ); + if ( ListConditionMode.None == mode ) return ! conditions.Exists( c => c.Evaluate() ); + + return false; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogAnswer.cs b/Assets/Scripts/Rokojori/Dialog/DialogAnswer.cs new file mode 100644 index 0000000..233f780 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogAnswer.cs @@ -0,0 +1,10 @@ +namespace Rokojori +{ + +public class DialogAnswer +{ + // only meaningful when the shown block was a PlayerChoice + public int selectedOptionIndex = -1; +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogBlock.cs b/Assets/Scripts/Rokojori/Dialog/DialogBlock.cs new file mode 100644 index 0000000..17aa354 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogBlock.cs @@ -0,0 +1,18 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +public abstract class DialogBlock : ScriptableObject +{ + public DialogBlock next = null; + + // default behaviour: just continue to the next block in sequence + public virtual Task Run( IDialogDisplay display ) + { + return Task.FromResult( next ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogBranch.cs b/Assets/Scripts/Rokojori/Dialog/DialogBranch.cs new file mode 100644 index 0000000..748f176 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogBranch.cs @@ -0,0 +1,20 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Dialog Branch" )] +public class DialogBranch : DialogBlock +{ + public GameStateCondition condition = null; + public DialogBlock branch = null; + + // no display involved - branching is resolved purely from game state + public override Task Run( IDialogDisplay display ) + { + return Task.FromResult( condition.Evaluate() ? branch : next ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogLine.cs b/Assets/Scripts/Rokojori/Dialog/DialogLine.cs new file mode 100644 index 0000000..d458a45 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogLine.cs @@ -0,0 +1,21 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Dialog Line" )] +public class DialogLine : DialogBlock +{ + public Locale locale = null; + public Speaker speaker = null; + + public override async Task Run( IDialogDisplay display ) + { + await display.Show( this ); + + return next; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogList.cs b/Assets/Scripts/Rokojori/Dialog/DialogList.cs new file mode 100644 index 0000000..e502c3d --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogList.cs @@ -0,0 +1,29 @@ +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +// A reusable, self-contained run of blocks, authored and moved around as one +// asset. Assumption pending confirmation: "blocks" is a flat linear sequence +// of content nodes (DialogLine, CommentBlock, ...) - each child's own "next" +// is ignored while inside the list, since ordering here is authoritative. +// Once the list is exhausted, control hands off to this DialogList's "next". +[CreateAssetMenu( menuName = "Rokojori/Dialog/Dialog List" )] +public class DialogList : DialogBlock +{ + public List blocks = new List(); + + public override async Task Run( IDialogDisplay display ) + { + for ( int i = 0; i < blocks.Count; i++ ) + { + await blocks[ i ].Run( display ); + } + + return next; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogManager.cs b/Assets/Scripts/Rokojori/Dialog/DialogManager.cs new file mode 100644 index 0000000..c6c26ae --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogManager.cs @@ -0,0 +1,29 @@ +using System; +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +// The UI-facing singleton and the only entry point for running a dialog. +// Can be called directly (menus, cutscenes, ...) or from a DialogPhase. +public class DialogManager : MonoBehaviour, IDialogDisplay +{ + public static DialogManager instance => Unique.Get(); + + public async Task StartDialog( DialogBlock start ) + { + var processor = DialogProcessor.Create( this ); + await processor.Run( start ); + } + + // Called by DialogProcessor when a block needs to be shown. UI wiring + // (text, portraits, choice buttons) isn't built yet - Assets/UI is still + // empty - so this intentionally fails loudly instead of pretending to work. + public Task Show( DialogBlock block ) + { + throw new NotImplementedException( "DialogManager UI wiring is not implemented yet." ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogOption.cs b/Assets/Scripts/Rokojori/Dialog/DialogOption.cs new file mode 100644 index 0000000..c05ebdc --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogOption.cs @@ -0,0 +1,16 @@ +namespace Rokojori +{ + +// The choices offered by a PlayerChoice block. Not a ScriptableObject of its +// own - it only ever exists embedded inside a single PlayerChoice asset. +[System.Serializable] +public class DialogOption +{ + public Locale label = null; + public DialogBlock next = null; + + // optional: state change applied when the player picks this option + public GameStateAction action = null; +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs b/Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs new file mode 100644 index 0000000..fe59d47 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs @@ -0,0 +1,31 @@ +using System.Threading.Tasks; + +namespace Rokojori +{ + +// Standalone cursor engine - knows nothing about DialogManager, UI, or the +// simulation loop. Only ever talks to the display it was given. +public class DialogProcessor +{ + public IDialogDisplay _display = null; + + public static DialogProcessor Create( IDialogDisplay display ) + { + var processor = new DialogProcessor(); + processor._display = display; + + return processor; + } + + public async Task Run( DialogBlock start ) + { + var current = start; + + while ( current != null ) + { + current = await current.Run( _display ); + } + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/IDialogDisplay.cs b/Assets/Scripts/Rokojori/Dialog/IDialogDisplay.cs new file mode 100644 index 0000000..e44a364 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/IDialogDisplay.cs @@ -0,0 +1,11 @@ +using System.Threading.Tasks; + +namespace Rokojori +{ + +public interface IDialogDisplay +{ + Task Show( DialogBlock block ); +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs b/Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs new file mode 100644 index 0000000..0442ce5 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs @@ -0,0 +1,28 @@ +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Player Choice" )] +public class PlayerChoice : DialogBlock +{ + public Locale choiceLine = null; + public List options = new List(); + + public override async Task Run( IDialogDisplay display ) + { + var answer = await display.Show( this ); + var option = options[ answer.selectedOptionIndex ]; + + if ( option.action != null ) + { + option.action.Execute(); + } + + return option.next; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs b/Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs new file mode 100644 index 0000000..b8729de --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs @@ -0,0 +1,16 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Return Block" )] +public class ReturnBlock : DialogBlock +{ + public override Task Run( IDialogDisplay display ) + { + return Task.FromResult( null ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Speaker.cs b/Assets/Scripts/Rokojori/Dialog/Speaker.cs new file mode 100644 index 0000000..5eb06f7 --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Speaker.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Dialog/Speaker" )] +public class Speaker : ScriptableObject +{ + public string displayName = ""; +} + +} diff --git a/Assets/Scripts/Rokojori/Dialog/Testing/HeadlessDialogDisplay.cs b/Assets/Scripts/Rokojori/Dialog/Testing/HeadlessDialogDisplay.cs new file mode 100644 index 0000000..91d0f3c --- /dev/null +++ b/Assets/Scripts/Rokojori/Dialog/Testing/HeadlessDialogDisplay.cs @@ -0,0 +1,31 @@ +using System; +using System.Collections.Generic; +using System.Threading.Tasks; + +namespace Rokojori +{ + +// Drives a dialog without any UI - auto-answers PlayerChoice blocks and logs +// the path taken, so DialogProcessor can be exercised in isolation. +public class HeadlessDialogDisplay : IDialogDisplay +{ + public List visitedBlocks = new List(); + + public Func chooseOption = choice => 0; + + public Task Show( DialogBlock block ) + { + visitedBlocks.Add( block ); + + var answer = new DialogAnswer(); + + if ( block is PlayerChoice choice ) + { + answer.selectedOptionIndex = chooseOption( choice ); + } + + return Task.FromResult( answer ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Events.meta b/Assets/Scripts/Rokojori/Events.meta new file mode 100644 index 0000000..a62d8a0 --- /dev/null +++ b/Assets/Scripts/Rokojori/Events.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b93fca400d30b4d42b889bf7d8156af0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rokojori/Events/EventProperty.cs b/Assets/Scripts/Rokojori/Events/EventProperty.cs new file mode 100644 index 0000000..e2a6f62 --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/EventProperty.cs @@ -0,0 +1,78 @@ +using System.Collections; +using System.Collections.Generic; +using System.Text; +using System; +using System.Linq; + + +namespace Rokojori +{ + + public class ReadonlyEventProperty: EventSlot + { + protected T _value; + public T value + { + get { return _value; } + protected set { } + } + } + + public class EventProperty:ReadonlyEventProperty + { + public new T value + { + get { return _value; } + set + { + if ( IsEqual( _value, value ) ) + { + return; + } + + _value = value; + DispatchEvent(); + } + } + + public virtual void DispatchEvent() + { + _canModify = false; + + _actions.ForEach( a => { if ( a != null ){ a( _value ); } } ); + + _UpdateLists(); + + _canModify = true; + } + + + protected bool IsEqual( T oldValue, T newValue ) + { + if ( oldValue == null && newValue == null ) + { + return true; + } + + if ( oldValue == null || newValue == null ) + { + return false; + } + + if ( EqualityComparer.Default.Equals( oldValue , newValue ) ) + { + return true; + } + + return false; + } + + public void SetSilent( T value ) + { + _value = value; + } + } + + + +} diff --git a/Assets/Scripts/Rokojori/Events/EventProperty.cs.meta b/Assets/Scripts/Rokojori/Events/EventProperty.cs.meta new file mode 100644 index 0000000..eaefa84 --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/EventProperty.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 98f0fd0d80788f149aecd4ef517630cc \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Events/EventSlot.cs b/Assets/Scripts/Rokojori/Events/EventSlot.cs new file mode 100644 index 0000000..efb1340 --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/EventSlot.cs @@ -0,0 +1,143 @@ +using System.Collections; +using System.Collections.Generic; +using System.Text; +using System; +using System.Linq; + + +namespace Rokojori +{ + + public class EventSlot + { + protected List> _actions = new List>(); + List> _once = new List>(); + + protected bool _canModify = true; + List> _additions = new List>(); + List> _onceAdditions = new List>(); + List> _removals = new List>(); + + + public bool hasListeners => _once.Count > 0 || _actions.Count > 0; + + public void ResetAndClearAll() + { + _actions.Clear(); + _once.Clear(); + + _additions.Clear(); + _onceAdditions.Clear(); + + _removals.Clear(); + _canModify = true; + } + + public void AddAction( Action action ) + { + if ( HasAction( action ) ) + { + RJLog.Error( this, "This action already exists", action ); + return; + } + + if ( _canModify ) + { + _actions.Add( action ); + } + else + { + + _additions.Add( action ); + } + } + + public void RemoveAction( Action action ) + { + if ( _canModify ) + { + _actions.Remove( action ); + + // RJLog.Log( "Removed:", action, removed ); + } + else + { + _removals.Add( action ); + } + } + + public bool HasAction( Action action ) + { + return _actions.Has( action ) || _additions.Has( action ) || _onceAdditions.Has( action ); + } + + public void Once( Action action ) + { + if ( HasAction( action ) ) + { + RJLog.Error( this, "This action already exists", action ); + return; + } + + if ( _canModify ) + { + _actions.Add( action ); + _once.Add( action ); + } + else + { + _onceAdditions.Add( action ); + } + } + + protected void _UpdateLists() + { + _once.ForEach( a => { _actions.Remove( a ); } ); + _once.Clear(); + + if ( _removals.Count > 0 ) + { + ListExtensions.RemoveList( _actions, _removals ); + + // _removals.ForEach( + // r => + // { + // var removed = _actions.Remove( r ); + // RJLog.Log( "Removed:", r, removed ); + // } + // ); + + _removals.Clear(); + } + + if ( _additions.Count > 0 ) + { + _actions.AddRange( _additions ); + _additions.Clear(); + } + + if ( _onceAdditions.Count > 0 ) + { + _once.AddRange( _onceAdditions ); + _actions.AddRange( _onceAdditions ); + } + + + } + + public void DispatchEvent( T t ) + { + _canModify = false; + + _actions.ForEach( a => { if ( a != null ){ a( t ); } } ); + + _UpdateLists(); + + _canModify = true; + + } + } + +} + + diff --git a/Assets/Scripts/Rokojori/Events/EventSlot.cs.meta b/Assets/Scripts/Rokojori/Events/EventSlot.cs.meta new file mode 100644 index 0000000..1c2165f --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/EventSlot.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed19c072571aa6c4f81e010bbe9cf45e \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Events/Null.cs b/Assets/Scripts/Rokojori/Events/Null.cs new file mode 100644 index 0000000..309b92b --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/Null.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using System.Text; +using System; +using System.Linq; + + +namespace Rokojori +{ + public class Null + { + private Null(){} + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Events/Null.cs.meta b/Assets/Scripts/Rokojori/Events/Null.cs.meta new file mode 100644 index 0000000..f5384bb --- /dev/null +++ b/Assets/Scripts/Rokojori/Events/Null.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e798a1b60afc96243ab4e549a523e0f2 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions.meta b/Assets/Scripts/Rokojori/Extensions.meta new file mode 100644 index 0000000..ce5a952 --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fceeeee28ed05d64e843e4142ad2696c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs b/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs new file mode 100644 index 0000000..ed34403 --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections.Generic; + +namespace Rokojori +{ + +public static class ListExtensions +{ + public static bool Has( this List list, T item ) + { + return list.IndexOf( item ) != - 1; + } + + public static void RemoveList( this List list, List removals ) + { + foreach ( var item in removals ) + { + list.Remove( item ); + } + } +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs.meta b/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs.meta new file mode 100644 index 0000000..f1f412e --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/ListExtensions.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb7da3f950f3c1144ba35baa46528b76 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs b/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs new file mode 100644 index 0000000..380e5ef --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs @@ -0,0 +1,49 @@ +using System; +using System.Collections.Generic; + +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace Rokojori +{ + +public static class SceneExtensions +{ + public static T Get( this Scene scene ) + { + var roots = scene.GetRootGameObjects(); + + for ( int i = 0; i < roots.Length; i++ ) + { + var t = roots[ i ].GetComponentInChildren(); + + if ( t != null ) + { + return t; + } + } + + return default(T); + } + + public static T GetInOpenScenes() + { + var numScenes = SceneManager.sceneCount; + + for ( int i = 0; i < numScenes; i++ ) + { + var scene = SceneManager.GetSceneAt( i ); + + var obj = scene.Get(); + + if ( obj != null ) + { + return obj; + } + } + + return default(T); + } +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs.meta b/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs.meta new file mode 100644 index 0000000..9fdb3b9 --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fee88f7e5b4f2814d862fa4f33131461 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs b/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs new file mode 100644 index 0000000..39b37af --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs @@ -0,0 +1,16 @@ +using System; +using System.Collections.Generic; + +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace Rokojori +{ + + +public static class TransformExtensions +{ + +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs.meta b/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs.meta new file mode 100644 index 0000000..9fedcad --- /dev/null +++ b/Assets/Scripts/Rokojori/Extensions/TransformExtensions.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d90e2318eaf879d4f8235df8bfd2fdd0 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs b/Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs new file mode 100644 index 0000000..bb7d85c --- /dev/null +++ b/Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Game State/Game State Bool Variable" )] +public class GameStateBoolVariable : GameStateVariable +{ + public bool initialValue = false; + + public EventSlot onChanged = new EventSlot(); +} + +} diff --git a/Assets/Scripts/Rokojori/GameState/GameStateManager.cs b/Assets/Scripts/Rokojori/GameState/GameStateManager.cs new file mode 100644 index 0000000..dd7b095 --- /dev/null +++ b/Assets/Scripts/Rokojori/GameState/GameStateManager.cs @@ -0,0 +1,123 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Rokojori +{ + +public class GameStateManager : MonoBehaviour +{ + public static GameStateManager instance => Unique.Get(); + + public List variables = new List(); + + [System.NonSerialized] + public Dictionary _numberValues = new Dictionary(); + + [System.NonSerialized] + public Dictionary _boolValues = new Dictionary(); + + public void Awake() + { + _numberValues.Clear(); + _boolValues.Clear(); + + variables.ForEach( v => + { + if ( v is GameStateNumberVariable numberVariable ) + { + _numberValues[ numberVariable ] = numberVariable.initialValue; + } + else if ( v is GameStateBoolVariable boolVariable ) + { + _boolValues[ boolVariable ] = boolVariable.initialValue; + } + } ); + } + + public double GetValue( GameStateNumberVariable variable ) + { + return _numberValues.TryGetValue( variable, out var value ) ? value : variable.initialValue; + } + + public bool GetValue( GameStateBoolVariable variable ) + { + return _boolValues.TryGetValue( variable, out var value ) ? value : variable.initialValue; + } + + public void SetValue( GameStateNumberVariable variable, double value ) + { + _numberValues[ variable ] = value; + variable.onChanged.DispatchEvent( value ); + } + + public void SetValue( GameStateBoolVariable variable, bool value ) + { + _boolValues[ variable ] = value; + variable.onChanged.DispatchEvent( value ); + } + + [System.Serializable] + public class NumberEntry + { + public string key = ""; + public double value = 0; + } + + [System.Serializable] + public class BoolEntry + { + public string key = ""; + public bool value = false; + } + + [System.Serializable] + public class SaveData + { + public List numbers = new List(); + public List bools = new List(); + } + + public string ToJson() + { + var data = new SaveData(); + + foreach ( var pair in _numberValues ) + { + data.numbers.Add( new NumberEntry{ key = pair.Key.key, value = pair.Value } ); + } + + foreach ( var pair in _boolValues ) + { + data.bools.Add( new BoolEntry{ key = pair.Key.key, value = pair.Value } ); + } + + return JsonUtility.ToJson( data ); + } + + public void FromJson( string json ) + { + var data = JsonUtility.FromJson( json ); + + data.numbers.ForEach( entry => + { + var variable = variables.Find( v => v is GameStateNumberVariable n && n.key == entry.key ) as GameStateNumberVariable; + + if ( variable != null ) + { + SetValue( variable, entry.value ); + } + } ); + + data.bools.ForEach( entry => + { + var variable = variables.Find( v => v is GameStateBoolVariable b && b.key == entry.key ) as GameStateBoolVariable; + + if ( variable != null ) + { + SetValue( variable, entry.value ); + } + } ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs b/Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs new file mode 100644 index 0000000..81a6dbe --- /dev/null +++ b/Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Game State/Game State Number Variable" )] +public class GameStateNumberVariable : GameStateVariable +{ + public double initialValue = 0; + + public EventSlot onChanged = new EventSlot(); +} + +} diff --git a/Assets/Scripts/Rokojori/GameState/GameStateVariable.cs b/Assets/Scripts/Rokojori/GameState/GameStateVariable.cs new file mode 100644 index 0000000..a59d16e --- /dev/null +++ b/Assets/Scripts/Rokojori/GameState/GameStateVariable.cs @@ -0,0 +1,13 @@ +using UnityEngine; + +namespace Rokojori +{ + +public abstract class GameStateVariable : ScriptableObject +{ + // "name" is already the asset's own name (inherited from UnityEngine.Object). + // "key" is the stable save identifier, independent of the asset being renamed. + public string key = ""; +} + +} diff --git a/Assets/Scripts/Rokojori/Locales.meta b/Assets/Scripts/Rokojori/Locales.meta new file mode 100644 index 0000000..95bd608 --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39ccb2fc43b2f2f48afef632306a171c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rokojori/Locales/Locale.cs b/Assets/Scripts/Rokojori/Locales/Locale.cs new file mode 100644 index 0000000..293f0fb --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/Locale.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace Rokojori +{ + +public class Locale: ScriptableObject +{ + public virtual string GetLocale( LocaleCode localeCode ) + { + return ""; + } +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/Locale.cs.meta b/Assets/Scripts/Rokojori/Locales/Locale.cs.meta new file mode 100644 index 0000000..73bfa59 --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/Locale.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 699bfda9fe4e0a54d8fc624ce61d9217 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleCode.cs b/Assets/Scripts/Rokojori/Locales/LocaleCode.cs new file mode 100644 index 0000000..7ac534b --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleCode.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +namespace Rokojori +{ + +public enum LocaleCode +{ + en, + de, + es, + fr, + it, + pt, + pl, + ja, + xi, + ru +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleCode.cs.meta b/Assets/Scripts/Rokojori/Locales/LocaleCode.cs.meta new file mode 100644 index 0000000..0100e0c --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleCode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f55a110556872794191b13f54db891d9 \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleManager.cs b/Assets/Scripts/Rokojori/Locales/LocaleManager.cs new file mode 100644 index 0000000..306e69c --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleManager.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace Rokojori +{ + +public class LocaleManager: MonoBehaviour +{ + public LocaleCode currentLocale = LocaleCode.en; + +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleManager.cs.meta b/Assets/Scripts/Rokojori/Locales/LocaleManager.cs.meta new file mode 100644 index 0000000..017dc41 --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 60ed8d35a99888b449fff2f2455f02bc \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleText.cs b/Assets/Scripts/Rokojori/Locales/LocaleText.cs new file mode 100644 index 0000000..a55ac20 --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleText.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +namespace Rokojori +{ + +[CreateAssetMenu( menuName = "Rokojori/Locales/Locale Text" )] +public class LocaleText: Locale +{ + public string context = ""; + + public string en = ""; + + + public override string GetLocale( LocaleCode localeCode ) + { + return en; + } +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Locales/LocaleText.cs.meta b/Assets/Scripts/Rokojori/Locales/LocaleText.cs.meta new file mode 100644 index 0000000..97d5037 --- /dev/null +++ b/Assets/Scripts/Rokojori/Locales/LocaleText.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a3b1133c7439cc14a98e83fe75a4886b \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Logging.meta b/Assets/Scripts/Rokojori/Logging.meta new file mode 100644 index 0000000..c8b4bfe --- /dev/null +++ b/Assets/Scripts/Rokojori/Logging.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6c62d75e0826a634090b9d9cba27100b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rokojori/Logging/RJLog.cs b/Assets/Scripts/Rokojori/Logging/RJLog.cs new file mode 100644 index 0000000..6a8b530 --- /dev/null +++ b/Assets/Scripts/Rokojori/Logging/RJLog.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using System.Text; +using System; +using System.Linq; + +using UnityEngine; + +namespace Rokojori +{ + + public class RJLog + { + static string _StringifyObjects( object obj, params object[] values ) + { + string message = obj + ""; + + for ( int i = 0; i < values.Length; i++ ) + { + message += " " + values[ i ]; + } + + return message; + } + + public static void Log( object obj, params object[] values ) + { + Debug.Log( _StringifyObjects( obj, values ) ); + } + + public static void Warn( object obj, params object[] values ) + { + Debug.LogWarning( _StringifyObjects( obj, values ) ); + } + + public static void Error( object obj, params object[] values ) + { + Debug.LogError( _StringifyObjects( obj, values ) ); + } + + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Logging/RJLog.cs.meta b/Assets/Scripts/Rokojori/Logging/RJLog.cs.meta new file mode 100644 index 0000000..d94cc2c --- /dev/null +++ b/Assets/Scripts/Rokojori/Logging/RJLog.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5e82842eebe57fd41a47b3c5b61f15bd \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Simulation/DialogPhase.cs b/Assets/Scripts/Rokojori/Simulation/DialogPhase.cs new file mode 100644 index 0000000..9670c6e --- /dev/null +++ b/Assets/Scripts/Rokojori/Simulation/DialogPhase.cs @@ -0,0 +1,20 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +// Thin wrapper so a dialog can be one step in the turn loop. All the real +// logic lives in DialogManager/DialogProcessor - this just awaits it. +[CreateAssetMenu( menuName = "Rokojori/Simulation/Dialog Phase" )] +public class DialogPhase : GamePhase +{ + public DialogBlock start = null; + + public override async Task Execute( GameStateManager state, SimulationRenderer renderer ) + { + await DialogManager.instance.StartDialog( start ); + } +} + +} diff --git a/Assets/Scripts/Rokojori/Simulation/GamePhase.cs b/Assets/Scripts/Rokojori/Simulation/GamePhase.cs new file mode 100644 index 0000000..9aedc41 --- /dev/null +++ b/Assets/Scripts/Rokojori/Simulation/GamePhase.cs @@ -0,0 +1,15 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +public abstract class GamePhase : ScriptableObject +{ + public abstract Task Execute( GameStateManager state, SimulationRenderer renderer ); + + // set true from inside Execute to end the game early + public bool gameFinished = false; +} + +} diff --git a/Assets/Scripts/Rokojori/Simulation/SimulationCommand.cs b/Assets/Scripts/Rokojori/Simulation/SimulationCommand.cs new file mode 100644 index 0000000..3360def --- /dev/null +++ b/Assets/Scripts/Rokojori/Simulation/SimulationCommand.cs @@ -0,0 +1,10 @@ +namespace Rokojori +{ + +// Base for the commands a GamePhase hands to the SimulationRenderer +// (animation, UI, VFX, ...). No concrete commands exist yet. +public abstract class SimulationCommand +{ +} + +} diff --git a/Assets/Scripts/Rokojori/Simulation/SimulationManager.cs b/Assets/Scripts/Rokojori/Simulation/SimulationManager.cs new file mode 100644 index 0000000..03022ec --- /dev/null +++ b/Assets/Scripts/Rokojori/Simulation/SimulationManager.cs @@ -0,0 +1,65 @@ +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +public class SimulationManager : MonoBehaviour +{ + public static SimulationManager instance => Unique.Get(); + + public List intro = new List(); + public List preTurn = new List(); + public List playerTurn = new List(); + public List postTurn = new List(); + public List outro = new List(); + + // No Player type exists yet - intro phases are expected to set this + // (e.g. from a GameStateNumberVariable) before the turn loop starts. + public int playerCount = 1; + + public bool _gameFinished = false; + + public async Task Run() + { + _gameFinished = false; + + await RunPhases( intro ); + + while ( ! _gameFinished ) + { + await RunPhases( preTurn ); + + for ( int i = 0; i < playerCount && ! _gameFinished; i++ ) + { + await RunPhases( playerTurn ); + } + + if ( ! _gameFinished ) + { + await RunPhases( postTurn ); + } + } + + await RunPhases( outro ); + } + + public async Task RunPhases( List phases ) + { + for ( int i = 0; i < phases.Count; i++ ) + { + var phase = phases[ i ]; + + await phase.Execute( GameStateManager.instance, SimulationRenderer.instance ); + + if ( phase.gameFinished ) + { + _gameFinished = true; + return; + } + } + } +} + +} diff --git a/Assets/Scripts/Rokojori/Simulation/SimulationRenderer.cs b/Assets/Scripts/Rokojori/Simulation/SimulationRenderer.cs new file mode 100644 index 0000000..48b2492 --- /dev/null +++ b/Assets/Scripts/Rokojori/Simulation/SimulationRenderer.cs @@ -0,0 +1,20 @@ +using System.Threading.Tasks; +using UnityEngine; + +namespace Rokojori +{ + +// The only thing a GamePhase is allowed to touch Unity through. No concrete +// rendering/animation pipeline is wired up yet, so Enqueue completes +// immediately - this is a placeholder, not a working renderer. +public class SimulationRenderer : MonoBehaviour +{ + public static SimulationRenderer instance => Unique.Get(); + + public virtual Task Enqueue( SimulationCommand command ) + { + return Task.CompletedTask; + } +} + +} diff --git a/Assets/Scripts/Rokojori/Unique.cs b/Assets/Scripts/Rokojori/Unique.cs new file mode 100644 index 0000000..b475c7f --- /dev/null +++ b/Assets/Scripts/Rokojori/Unique.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; + +using UnityEngine; + +namespace Rokojori +{ + +public class Unique +{ + static T _instance; + + public static T Get( Component n = null ) + { + if ( _instance != null ) + { + return _instance; + } + + _instance = SceneExtensions.GetInOpenScenes(); + + return _instance; + } +} + +} \ No newline at end of file diff --git a/Assets/Scripts/Rokojori/Unique.cs.meta 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file mode 100644 index 0000000..482590c --- /dev/null +++ b/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/global.json b/global.json new file mode 100644 index 0000000..1406adc --- /dev/null +++ b/global.json @@ -0,0 +1,6 @@ +{ + "sdk": { + "version": "8.0.417", + "rollForward": "latestMinor" + } +} diff --git a/workspace/actions/creating-pages/index.page b/workspace/actions/creating-pages/index.page new file mode 100644 index 0000000..107a817 --- /dev/null +++ b/workspace/actions/creating-pages/index.page @@ -0,0 +1,24 @@ + + + + Creating Pages — Unity-Roject-Test + + + + + + + +

Creating Pages

+
+ +

Steps

1. Copy actions/creating-pages/template.page to the target location inside the workspace.

2. Rename the file to reflect its content (e.g. auth-update.page, data-model.page).

3. Open the file in the page editor. Update the h1 title. Replace the placeholder block content with the real content.

4. Save. Link to the new page from the relevant index (history, outline, guides, etc.).
+

Page Conventions

Use h1 for the page title — one per page, at the top.
Use h2 for section headings inside blocks.
Use h3 for sub-headings within a section.

Do not use headings as links. Headings styled as links are visually confusing — the heading colour already implies hierarchy, and the underline or hover state clashes with it. Put links in body text instead, as a "read it here" sentence or an inline reference.

Use marked-text for highlights. Use strong or b for bold emphasis. Use a for links in body text only.
+
+
+ + + + diff --git a/workspace/actions/creating-pages/template.page b/workspace/actions/creating-pages/template.page new file mode 100644 index 0000000..c2395ca --- /dev/null +++ b/workspace/actions/creating-pages/template.page @@ -0,0 +1,24 @@ + + + + New Page + + + + + + + +

Page Title

+
+ +

Left Section

Content goes here. Use strong for emphasis and marked-text for highlights.
+

Right Section

Content goes here.
+
+
+ + + + diff --git a/workspace/actions/getting-started/index.page b/workspace/actions/getting-started/index.page new file mode 100644 index 0000000..0a27ff0 --- /dev/null +++ b/workspace/actions/getting-started/index.page @@ -0,0 +1,24 @@ + + + + Getting Started — Unity-Roject-Test + + + + + + + +

Getting Started

Set up this workspace for a specific project type. Run this at the start of a new project, before other work begins.
+
+ +

Agent Steps

1. Ask the user which project type fits best, or read project-types/index.page together to decide.

2. Ask a few scoping questions: what is the project called, who is involved, what is the first goal.

3. Fill in the outline with the project's specific details - name, purpose, and current state.

4. If the project type calls for specific boards or guides, add them now. Use the project type page as a checklist of what to set up.

5. Run Update History to log the initialization session.
+

Project Types

Five types are available. Read the project types page to understand each option and pick the right one.


When to Re-run

Re-run this action if the project type changes significantly - for example a research project that becomes a software product. Treat it as a workspace restructure, not a reset.
+
+
+ + + + diff --git a/workspace/actions/getting-started/project-types/authoring/index.page b/workspace/actions/getting-started/project-types/authoring/index.page new file mode 100644 index 0000000..efa2161 --- /dev/null +++ b/workspace/actions/getting-started/project-types/authoring/index.page @@ -0,0 +1,27 @@ + + + + Authoring — Unity-Roject-Test + + + + + + + +

Authoring

A workspace for writing, worldbuilding, lore, or music composition. Organized as a wiki of interconnected knowledge - characters, locations, timelines, and relationships link to each other and grow over time. Structure is organic: start with what you know and expand outward as the work deepens.
+
+ +

Agent Interview

Ask the user:

1. What kind of project? (novel, screenplay, worldbuilding, tabletop RPG, music, other)
2. Existing material to import, or starting from scratch?
3. What is the scope? (single story, series, entire universe)
4. What is the primary output format? (prose, script, game book, album, lore bible)
5. Solo or collaborative?
+

Workspace Setup

Fill the outline with the title, genre, and a short logline or concept.

Create a characters/ directory - one page per major character: role, traits, arc, relationships.

Create a world/ directory - locations, history, rules of the world, factions.

Create a timeline/ page for chronological reference - events in story order and real-world order if they differ.

Use boards to track drafting status: chapters, scenes, tracks, or episodes - whatever the unit of output is.
+
+ +

Vocabulary

character, location, arc, chapter, scene, draft, canon, worldbuilding, lore, timeline, faction
+
+
+ + + + diff --git a/workspace/actions/getting-started/project-types/game-dev/index.page b/workspace/actions/getting-started/project-types/game-dev/index.page new file mode 100644 index 0000000..ea9e4ff --- /dev/null +++ b/workspace/actions/getting-started/project-types/game-dev/index.page @@ -0,0 +1,28 @@ + + + + Game Dev — Unity-Roject-Test + + + + + + + +

Game Dev

Design-first - the game design document comes before the code. The workspace is organized around the GDD and grows alongside the game from early concept through production and polish. Boards track design tasks and implementation tasks separately so creative and technical work stay legible independently.
+
+ +

Agent Interview

Ask the user:

1. What engine? (Godot, Unity, Unreal, other, or engine-agnostic)
2. What genre and core mechanic?
3. Existing GDD or starting from scratch?
4. Solo or team? If team, what roles?
5. Target platform? (PC, mobile, console, web)
6. What phase is the project in? (concept, prototype, production, polish)
+

Workspace Setup

Fill the outline with the game title, genre, core loop, and target platform.

Create a gdd/ directory:
- gdd/mechanics/ - one page per core mechanic
- gdd/characters/ - player, NPCs, enemies
- gdd/world/ - lore, levels, scenes, art direction


If a team project, add guides/engine-conventions/ for project structure and naming rules.
+
+ +

Vocabulary

GDD, mechanic, scene, level, asset, build, playtest, milestone, prototype, polish
+
+
+ + + + + \ No newline at end of file diff --git a/workspace/actions/getting-started/project-types/hub/index.page b/workspace/actions/getting-started/project-types/hub/index.page new file mode 100644 index 0000000..6d0cb3f --- /dev/null +++ b/workspace/actions/getting-started/project-types/hub/index.page @@ -0,0 +1,27 @@ + + + + Hub — Unity-Roject-Test + + + + + + + +

Hub

A container project for an IP, organization, or anything that wraps multiple sub-projects. The Hub holds the big picture - shared lore, brand, values, and cross-project context. Individual projects (games, shows, tools) live as sub-directories or sibling projects that reference back to the Hub.
+
+ +

Agent Interview

Ask the user:

1. Is this an IP Hub (fictional universe, characters, world) or an Org Hub (studio, company, team)?
2. What sub-projects already exist or are planned?
3. What shared content needs to exist across all of them?
4. Who reads this Hub - just you, a team, or external contributors?
+

Workspace Setup

Fill the outline with the IP or org name, what it is, and its core themes or values.

For an IP Hub - create a canon/ directory: characters, world, timeline, continuity rules.

For an Org Hub - create a teams/ directory: roles, responsibilities, active initiatives.

Add sub-project links to the workspace index once sub-projects exist.
+
+ +

Vocabulary

IP Hub: canon, lore, characters, world, continuity, arc
Org Hub: teams, roles, initiatives, guidelines, brand
+
+
+ + + + diff --git a/workspace/actions/getting-started/project-types/index.page b/workspace/actions/getting-started/project-types/index.page new file mode 100644 index 0000000..685a63b --- /dev/null +++ b/workspace/actions/getting-started/project-types/index.page @@ -0,0 +1,27 @@ + + + + Project Types — Unity-Roject-Test + + + + + + + +

Project Types

Six types cover the main shapes a project can take. Each type comes with a workspace tuned to its vocabulary and workflow. Pick the one that matches how you actually think about the work.
+
+

Hub

A container project for an IP, organization, or anything that wraps multiple sub-projects. Focus is on lore, documentation, and glue content - the shared context that connects everything else.

Good for: a game universe with multiple titles, a studio organizing its productions, a creative IP with characters and world canon across formats.

Output is shared understanding, not a product. Nested sub-projects do the output work; the Hub holds the bigger picture.

+

Software Dev

A software project workspace. Comes with guides for code conventions, testing strategy, linting, and CI/CD - fill them in to match the stack and standards of the project.

Good for: any software product, library, tool, or service. Stack-agnostic by design - the guides are placeholders you and the agent fill out together during initialization.

Agent-first: once the guides are filled, any agent or contributor can read them and work without re-explaining the stack.

+

Game Dev

Organized around the game design document - mechanics, characters, scenes, asset lists, engine notes. Design-first: the GDD comes before the code.

Good for: Godot, Unity, Unreal projects, and engine-agnostic game jams. 

The workspace grows alongside the game - from early concept through production and polish.

+

Production

A workspace for theatre, film, live events, or recorded shows. Organized around logistics: scene breakdowns, prop and costume lists, cast and crew, schedules.

Good for: stage productions, short films, exhibitions, podcasts, recorded performances. Anything with a deadline and a list of things that need to exist on a specific day.

Boards track what needs to happen, by when, and who owns it.

+

Authoring

A workspace for writing, worldbuilding, lore, or music composition. Wiki-like reference pages for characters, locations, timelines, and relationships.

Good for: novels, screenplays, tabletop RPG settings, game narratives, music albums with conceptual depth. Any project where the primary output is a body of interconnected knowledge or text.

Structure grows organically - start with what you know and link outward as the world expands.

+

Research

A workspace for structured user and product research. Covers the full cycle: interview questionnaires, participant notes, affinity clustering, feature rating, and insight synthesis.

Good for: UX research, design thinking sprints, market research, academic studies. Anything that starts with talking to people and ends with actionable findings.

Boards map clusters to insights. Participant pages keep raw data traceable back to the source. Prototype logs track what was tested and what feedback it produced.

+
+ + + + + \ No newline at end of file diff --git a/workspace/actions/getting-started/project-types/production/index.page b/workspace/actions/getting-started/project-types/production/index.page new file mode 100644 index 0000000..917ac61 --- /dev/null +++ b/workspace/actions/getting-started/project-types/production/index.page @@ -0,0 +1,27 @@ + + + + Production — Unity-Roject-Test + + + + + + + +

Production

Logistics-first - organized around what needs to exist on a specific day. Scene breakdowns, prop and costume lists, cast and crew, schedules. Good for theatre, film, recorded shows, exhibitions, and any project that ends with a live or released event.
+
+ +

Agent Interview

Ask the user:

1. What kind of production? (theatre, film, recorded show, exhibition, podcast)
2. What is the performance or release date?
3. How many people are involved? What are the main roles?
4. Is there an existing script or concept, or starting from scratch?
5. What are the main departments? (direction, costumes, sets, lighting, sound, camera)
6. Venue or format? (stage, location shoot, studio, online)
+

Workspace Setup

Fill the outline with show title, type, performance dates, and venue or format.

Create a scenes/ directory - one page per act or scene with character list, props needed, and notes.

Create a departments/ directory - one page per department with their asset lists and responsibilities.

Set up boards with production phases as columns: Pre-Production, Production, Post. For theatre also add: Rehearsal, Tech, Dress, Performance.

Add a schedule page under reference/ once dates and milestones are known.
+
+ +

Vocabulary

scene, act, call sheet, prop, costume, blocking, tech rehearsal, dress rehearsal, strike, run time
+
+
+ + + + diff --git a/workspace/actions/getting-started/project-types/research/index.page b/workspace/actions/getting-started/project-types/research/index.page new file mode 100644 index 0000000..c8693bc --- /dev/null +++ b/workspace/actions/getting-started/project-types/research/index.page @@ -0,0 +1,27 @@ + + + + Research — Unity-Roject-Test + + + + + + + +

Research

A workspace for structured user and product research. Covers the full cycle: interview questionnaires, participant notes, affinity clustering, feature rating, and insight synthesis. Raw data stays traceable back to the person it came from. Boards map clusters to insights. The agent can assist at every stage - from drafting questions to generating cluster labels to writing insight statements.
+
+ +

Agent Interview

Ask the user:

1. What is the research topic or product being evaluated?
2. Who are the participants? (target group, recruitment criteria)
3. What decisions will this research inform?
4. Existing questionnaire or starting fresh?
5. How many participants are planned?
6. Are there specific features to rate, or is it exploratory?
+

Workspace Setup

Fill the outline with the research topic, objectives, and the key questions this research must answer.

Create a questionnaire/ directory - the interview guide, context-setting questions, exploration questions, and feature rating prompts.

Create a participants/ directory - one page per participant with their notes, quotes, and ratings. Keep raw data here, unfiltered.

Create a guides/research-protocol/ - how to conduct interviews, note-taking format, rating scale instructions.

Set up boards with three clusters boards: affinity clusters (raw notes grouped by theme), feature ratings (features with aggregated scores), and insights (synthesized findings ready to act on).
+
+ +

Vocabulary

participant, interview, cluster, insight, affinity map, feature rating, prototype, synthesis, quote, theme
+
+
+ + + + diff --git a/workspace/actions/getting-started/project-types/software-dev/index.page b/workspace/actions/getting-started/project-types/software-dev/index.page new file mode 100644 index 0000000..5366364 --- /dev/null +++ b/workspace/actions/getting-started/project-types/software-dev/index.page @@ -0,0 +1,27 @@ + + + + Software Dev — Unity-Roject-Test + + + + + + + +

Software Dev

A software project workspace. Stack-agnostic by design - the guides are placeholder documents you fill in during initialization to match the actual stack, standards, and tooling of the project. Once filled, any agent or contributor can read them and work without re-explaining the setup.
+
+ +

Agent Interview

Ask the user:

1. What is the stack? (language, framework, runtime)
2. Existing codebase or starting fresh?
3. How is it deployed? (local, server, cloud, CI/CD pipeline)
4. Are there linting or formatting tools in use?
5. What is the testing strategy? (unit, integration, e2e, none yet)
6. Solo or team?
+

Workspace Setup

Fill the outline with the project purpose, stack, and current state.

Create these guides and fill them in based on interview answers:

- guides/code-conventions/ - naming, structure, patterns specific to this stack
- guides/testing-strategy/ - what to test, how, and what is out of scope
- guides/ci-cd/ - how to build, deploy, and what the pipeline looks like
- guides/linting/ - tools, rules, and how to run them

Leave sections blank rather than generic - a blank section tells the next agent to ask, a generic one misleads.
+
+ +

Vocabulary

stack, build, deploy, lint, test suite, CI/CD, PR, branch, module, dependency
+
+
+ + + + diff --git a/workspace/actions/index.page b/workspace/actions/index.page new file mode 100644 index 0000000..47fc0b9 --- /dev/null +++ b/workspace/actions/index.page @@ -0,0 +1,29 @@ + + + + Actions — Unity-Roject-Test + + + + + + + +

Actions

+
+ + +

What Actions Are

An action is a named, repeatable procedure - a step-by-step process for agents. 
+
+

Setup

Getting Started - initialize the workspace for a specific project type. Run once at the start of a new project.

Standard Actions

Update History - log the current session. Best at the end of every working session.

Update Boards - update the tasks, bugs and backlog. Run when tasks are completed, started, or added.

Update Outline - update the project overview. Useful when scope or architecture changes.

Creating Pages - how to create a new .page file from the template, and page writing conventions.
+

Adding New Actions

Any repeatable multi-step process is a candidate for an action. Create a new subfolder inside actions/ with an index.page. List it here once it is ready.

Good actions to add as the project grows: deploy procedure, testing checklist, release steps, onboarding a new contributor.
+
+
+ + + + + + \ No newline at end of file diff --git a/workspace/actions/session-hand-over/index.page b/workspace/actions/session-hand-over/index.page new file mode 100644 index 0000000..5e1ede9 --- /dev/null +++ b/workspace/actions/session-hand-over/index.page @@ -0,0 +1,24 @@ + + + + session-hand-over + + + + + + + +

Session Hand Over

+
+ +

Outline

A session hand over is used when a session is already quite packed (more than 40%).

It will summarize all things that were changed in the according places, as if the action "Update History" (workspace/actions/update-history/index.page)
was used, with the exception that nothing will be done git-wise, so no add/commit/push.

Also  a task entry will be placed in "In Progress" in tasks.page with a title "Session Hand-Over: Task Name/Summary" where the actual task or its summary are used.  
+

Shape of Task-Entry


Intro

The task entry has an short intro section, saying what needs to be done (1-2 short phrases).

History

The task entry should also mention the history entry and create a link to that. 


Next Steps/Phases/Tasks

This section explains which tasks need to be done next. It can reference also other notes/pages.

Reads

After that it will list the pages/resources/code that new session should read before starting.

Misc

When needed, a section can be added that can hold more details.
+
+ + + + + \ No newline at end of file diff --git a/workspace/actions/tave-over-session/index.page b/workspace/actions/tave-over-session/index.page new file mode 100644 index 0000000..3e1f75b --- /dev/null +++ b/workspace/actions/tave-over-session/index.page @@ -0,0 +1,23 @@ + + + + New Page + + + + + + + +

Take Over Session

+
+ +

Outline

This is the other part of the action "Session Hand Over" which was used to create a hand over of the before session.

A task with a title starting "Session Hand Over..." should be placed in the tasks.page "In Progress". 

Read it and continue working on the task.
+

Working on Session Hand Over

Read the task entry carefully.

Before starting to do something, give the user a short summary, what you understood and what your next plans are. Sometimes there are no actually tasks to do, then ask the user, what to do.


+
+ + + + \ No newline at end of file diff --git a/workspace/actions/update-history/index.page b/workspace/actions/update-history/index.page new file mode 100644 index 0000000..a11a9c8 --- /dev/null +++ b/workspace/actions/update-history/index.page @@ -0,0 +1,24 @@ + + + + Update History — Unity-Roject-Test + + + + + + + +

Update History

+
+ +

When to Run

At the end of every working session, before closing. This is not optional — a missing history entry means lost context for the next session.

Where to Put It

Add a new entry at the top of history/index.page.

For long or complex sessions, create a dedicated .page file inside a dated folder (e.g. history/2026/08-August/04-Tuesday/session-name.page) and link to it from the index.
+

What to Write

What was built or changed — be specific about systems, files, and behaviours. Name the things that changed.

Decisions made and why — include the reasoning behind choices. This is the most valuable part. Future agents will use it to avoid undoing deliberate decisions.

Anything surprising or non-obvious — constraints discovered, bugs encountered, workarounds applied. If it surprised you, it will surprise the next reader too.

What was not done and why — if something was considered and deliberately skipped, note it. Prevents the same ground being covered again.

What to Skip

Do not copy code into history entries — reference files instead. Do not repeat what is already obvious from the code. Do not write step-by-step procedures — those belong in guides.
+
+
+ + + + diff --git a/workspace/actions/update-outline/index.page b/workspace/actions/update-outline/index.page new file mode 100644 index 0000000..1c56c4b --- /dev/null +++ b/workspace/actions/update-outline/index.page @@ -0,0 +1,25 @@ + + + + Update Outline — Unity-Roject-Test + + + + + + + +

Update Outline

+
+ +

When to Run

Only when something changes at the project level:

- A new system or major feature was built
- A key architectural or technical decision was made
- The project scope or goals shifted
- A significant dependency was added or removed

Do not run this for routine task completion. The outline describes what the project is, not what happened today.
+

What to Update


What it is - update if the project scope or purpose shifted. Keep this to two or three sentences. It is the first thing any agent reads.

What exists now - add newly built systems. Remove things that were removed or replaced. Include key implementation details an agent needs to work with the system.

What's next - replace completed priorities with current ones. Keep this honest - a stale "what's next" is worse than an empty one.

Keep the outline concise and authoritative. Long outlines with implementation details go stale faster and slow agents down. Link to guides for depth.
+
+
+ + + + + \ No newline at end of file diff --git a/workspace/actions/update-tasks/index.page b/workspace/actions/update-tasks/index.page new file mode 100644 index 0000000..21fad3c --- /dev/null +++ b/workspace/actions/update-tasks/index.page @@ -0,0 +1,25 @@ + + + + Update Tasks — Unity-Roject-Test + + + + + + + +

Update Boards

+
+ +

When to Run

Run this action:

- After completing a task
- When starting a new task
- At the end of each working session

Open boards/tasks.page to begin.
+

Steps

1. Move completed items from To Do or In Progress to Done.

2. Move newly-started items to In Progress. There should be at most one or two items in progress at any time.

3. Add new tasks to To Do. Write each task so it is self-contained - an agent or future you should be able to pick it up without asking questions.

4. Remove tasks that are no longer relevant. If the reason for removing is non-obvious, add a one-line note in the history entry instead.

5. Check boards/backlog.page. If anything there is now concrete enough to become a task, move it to To Do.
+
+
+ + + + + \ No newline at end of file diff --git a/workspace/boards/backlog.page b/workspace/boards/backlog.page new file mode 100644 index 0000000..494c727 --- /dev/null +++ b/workspace/boards/backlog.page @@ -0,0 +1,23 @@ + + + + Backlog — Unity-Roject-Test + + + + + + + +

Backlog

+
+ +

Ideas & Future Direction

Add longer-horizon ideas, vague features, and things that are too big or unclear for tasks yet.
+
+
+ + + + diff --git a/workspace/boards/bugs.page b/workspace/boards/bugs.page new file mode 100644 index 0000000..9a425ad --- /dev/null +++ b/workspace/boards/bugs.page @@ -0,0 +1,20 @@ + + + + New Page + + + + + + + +

Bugs

+
+
+ + + + \ No newline at end of file diff --git a/workspace/boards/index.page b/workspace/boards/index.page new file mode 100644 index 0000000..a91e009 --- /dev/null +++ b/workspace/boards/index.page @@ -0,0 +1,25 @@ + + + + New Page + + + + + + + +

Boards

Task managing with kan-bans
+
+ +

What is in the Boards

 Boards keep tasks, user stories, visions - either concrete and vague - in one place and make it easy to prioritize and manager their states.
+
+

Tasks

The main organization for managing things. 
Organized classicly in to-do, in progress and done.
Read and manage them here.

Bugs

Errors, fails, annoying things go here.


Backlog

Ideas, future directions, vision go here.
+

Custom Boards

When some tasks are too long or need a seperate board, boards can also be created easily:

Just add a page with a kan-ban block.

+
+ + + + \ No newline at end of file diff --git a/workspace/boards/tasks.page b/workspace/boards/tasks.page new file mode 100644 index 0000000..40d6428 --- /dev/null +++ b/workspace/boards/tasks.page @@ -0,0 +1,59 @@ + + + + Tasks — Unity-Roject-Test + + + + + + + +

Tasks

+
+ + + + + To Do + + +

Sign Off Implementation Assumptions

+ Game State/Dialog/Simulation Management were implemented in one pass from the tech outline, filling a few gaps the outline left open. Read outline/tech/index.page, section "Implementation Status" - 5 assumptions are listed there needing sign-off (DialogList flow semantics, PlayerChoice option actions, HasObject modelling, SimulationManager.playerCount, GameStateVariable.key). Confirm or correct each. +
+

Verify in Unity Editor

+ All new code under Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/) was only compile-checked outside Unity (see guides/compiling-without-unity/index.page) - it has never been opened in the Editor. Open the project, let Unity regenerate Assembly-CSharp.csproj, check the console for errors, and create a few test ScriptableObject assets to sanity-check the CreateAssetMenu entries work as expected. +
+

Wire Up Real UI

+ DialogManager.Show() currently throws NotImplementedException and SimulationRenderer.Enqueue() completes instantly - both are placeholders since Assets/UI is still empty. Build the actual dialog UI (text, portraits, choice buttons) and hook it into DialogManager. +
+

Example Simulation Phases

+ ShowTurnStartConditions and SimulateWorld (production/pollution/allocation systems) were described in the tech outline as illustrative examples but never given a code contract, so they weren't implemented. Design and write concrete GamePhase subclasses for these once there's a clearer picture of what the simulation actually needs to track. +
+ + In Progress + + + Done + +

Game State Management

+ GameStateManager, GameStateVariable, GameStateNumberVariable, GameStateBoolVariable written under Assets/Scripts/Rokojori/GameState/. Compiles clean (see history/index.page). +
+

Dialog Management

+ DialogManager, DialogProcessor, IDialogDisplay, the 6 DialogBlock subtypes, GameStateCondition/GameStateAction hierarchies, and a HeadlessDialogDisplay for testing written under Assets/Scripts/Rokojori/Dialog/. Compiles clean. +
+

Simulation Management

+ GamePhase, SimulationManager, SimulationRenderer (placeholder), and DialogPhase written under Assets/Scripts/Rokojori/Simulation/. Compiles clean. SimulateWorld/ShowTurnStartConditions example phases deliberately not written - see To Do. +
+

Session Hand-Over: Tech Outline Normalization

+ Dialog Manager section confirmed correct on take-over. "Get Initial Picture" removed as stale (superseded by the actual work log). Implementation of all three To Do items followed - see history. +
+
+ + + + + + \ No newline at end of file diff --git a/workspace/guides/Writing-C#/index.page b/workspace/guides/Writing-C#/index.page new file mode 100644 index 0000000..4bea397 --- /dev/null +++ b/workspace/guides/Writing-C#/index.page @@ -0,0 +1,79 @@ + + + + Writing-C# + + + + + + + +

Writing C#

+
+ + BRACKETS ON NEW LINE
+ All brackets should be placed on a new line and not at the same line. 

CAMELCASE
+ The default is in lowercase and camelcase. Only the following start with an uppercase: + class names, const/static/readonly members and only in C#: methods.

TABS ARE TWO SPACES
+ Never use real hard tabs use always soft tabs with two spaces. 

SPACE FOR OPERATORS & BRACKETS
+ All operators should have spaces, brackets after openers and before closers. 

NO PARAMETRIC CONSTRUCTORS
+ Don't create constructors that hide the no-parameters constructor. Use static functions with meaningful names + for instance creation. In most languages the best way is to not define any constructors. 

EARLY EXIT
+ Avoid nesting conditional statements and return/continue/break early when possible. 

SHORT FUNCTIONS
+ Avoid deep and long functions with lots of instructions and inline documentation. + Just put a logical block into a function and give it a meaningful name. 

             
+
NO PRIVATE
Don't make anything private - only protected. Don't use setters/getters that don't do anything. Everything can be public. Only stuff that really needs to be or will change in the future should be protected, most likely the following rule is better.

UNDERSCORE PREFIX MEMBERS
Rather use public members with an underscore prefix, when things are mainly used internally, or could change or are hard to understand. Underscores mean: "Please check/ask the doc/contributors for this variable or don't use it when you are not certain" 

AUTOMATIC TYPES
Use auto in C++ or var in C# when possible. 

NON-NULLABLE CLASSES ARE EVIL
Don't use non-nullable classes whenever possible. There was a reason null was invented 2000 years ago ;) 

LEFT-HAND CONST IN COMPARISON
In comparisons, a const value should be on the left, the variable on the right. The only exceptions are null/undefined checks, they should always be right. 

AVOID SWITCH
Try to use if- and else-if-branches instead of switch.

INITIALIZE
Try to give all members initial values.
+
+public class MyClass +{ + [Export] + public string name = ""; + + [Export] + public int value = 0; + + public List<string> data = []; + + public static MyClass Create( string name, int number = 1 ) + { + var mc = new MyClass(); + mc.name = name; + mc.value = value; + + return mc; + } + + + public void doStuff( string command ) + { + if ( command == null ) + { + return; + } + + if ( "set" == command ) + { + value = 1; + } + else if ( "set:3" == command ) + { + value = 3; + } + else if ( "data:4:x" == command ) + { + data[ 4 ] = "x"; + } + + } +} + + +
+ + + + + \ No newline at end of file diff --git a/workspace/guides/agent-conduct/index.page b/workspace/guides/agent-conduct/index.page new file mode 100644 index 0000000..9848493 --- /dev/null +++ b/workspace/guides/agent-conduct/index.page @@ -0,0 +1,32 @@ + + + + Agent Conduct — Unity-Roject-Test + + + + + + + +

Agent Conduct

How agents should reason, check in, and manage project knowledge when working in this project.

+
+ +

Session Start

Read, confirm, then wait

Read the first-layer pages listed on index.page. Give a brief confirmation that you understand the project and stop. Do not dive into board details or hunt for more context unprompted.

Wait for the user to direct next steps.


Board detail files are not first-layer

boards/tasks.page, boards/bugs.page, and boards/backlog.page are not part of the initial read unless the user directs it or a task clearly requires current board state.

+
+ +

Reasoning and Check-ins

The core rule

After roughly 1 000 tokens of internal reasoning without a clear answer, pause and surface the situation to the user. The user is an expert and can often shortcut a long investigation with domain knowledge or a targeted hint.


Always interrupt when

  • Reasoning has gone on for ~1 000 tokens and no root cause is found.
  • Multiple hypotheses seem equally plausible.
  • The cause requires runtime information (console errors, network responses, live state) that cannot be determined statically.
  • The fix would require reading many more files without a clear lead.

When interrupting

Be brief and concrete. Name the specific problem, the hypotheses already ruled out, and what would help most. Offer concrete actions the user can take - open DevTools, check a log, paste an error.


Only skip the interrupt when

The user has explicitly said so in the current session - e.g. "just continue", "don't interrupt", "do the whole thing". That permission is session-scoped and does not carry into the next conversation.

+
+ +

Knowledge and Memory

The workspace is the memory

All persistent knowledge about this project - planned features, decisions made, open improvements, session notes - lives in workspace/ and is version-controlled. Agents must write project knowledge here, not into local agent memory files. The workspace is visible to the user, survives across machines, and is the single source of truth.


What goes where

  • Planned features and open items - outline
  • Session notes and what was built - history entry via the Update History action
  • Coding conventions and how-tos - a guide under guides/
  • Recurring procedures - an action under actions/

Be scope aware

Give feedback when tasks become too large for a single session. Cleanups and documentation often need a follow-up session with enough context to do them properly. Communicate this rather than rushing or going silent.

+
+ +

Writing Style

Use - not —

When writing workspace documents, use the hyphen/minus character - instead of the em dash —. This applies to prose, lists, and task descriptions.

+
+
+ + + + diff --git a/workspace/guides/compiling-without-unity/index.page b/workspace/guides/compiling-without-unity/index.page new file mode 100644 index 0000000..625a49b --- /dev/null +++ b/workspace/guides/compiling-without-unity/index.page @@ -0,0 +1,35 @@ + + + + Compiling Without Unity — Unity-Roject-Test + + + + + + + +

Compiling Without Unity

+
+ +

Why

An agent can verify new C# compiles without opening the Unity Editor, using dotnet build against a project file. Useful when no one is around to press Play.

The .NET 10 SDK Crash

On this machine, the default .NET SDK (10.0.401) crashes when compiling Unity's generated Assembly-CSharp.csproj, with the error "Your Windows doesn't fully support CET. Please install all available Windows updates." This is a Roslyn/Windows CET (shadow stack) incompatibility, not a project problem.

Fix: global.json in the project root pins the SDK to an older installed version (8.0.417), which doesn't hit this crash:
+{ + "sdk": { + "version": "8.0.417", + "rollForward": "latestMinor" + } +} + +
+

CompileCheck.csproj

Unity's own Assembly-CSharp.csproj is regenerated by the Editor and only lists files that existed at the last sync - it will not pick up new scripts written outside Unity. CompileCheck.csproj in the project root is a small hand-maintained sibling project for exactly this: it globs Assets\Scripts\Rokojori\**\*.cs and Assets\Scripts\Project\**\*.cs directly, referencing the same Unity DLLs, so it always covers whatever exists on disk.

To check the whole Rokojori/Project codebase compiles:
+dotnet build CompileCheck.csproj + +
This only proves the code compiles against Unity's managed API surface - it does not run anything. It cannot catch runtime-only issues (missing scene references, inspector wiring, play-mode behaviour). Use the Unity Editor for that.
+
+
+ + + + diff --git a/workspace/guides/index.page b/workspace/guides/index.page new file mode 100644 index 0000000..d8c0904 --- /dev/null +++ b/workspace/guides/index.page @@ -0,0 +1,28 @@ + + + + Guides — Unity-Roject-Test + + + + + + + +

Guides

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+ +

What Guides Are

Guides are rules for agents when executing tasks.  They ensure workflows, conventions and expectations are consistent.
+
+ +

Using Workspaces

What the workspace folder is, how memory is organised, what goes where, and how to keep it current. Start here if you are new to this project or this system. Read the guide.

Workflow

The session rhythm: what to read at the start, what to run at the end, and how agents should orient before starting work. Read the guide.
+

Agent Conduct

How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

Writing C#

Coding conventions for this project - bracket style, naming, no bare private, no parameterized constructors, avoid switch, and more. Read the guide.

Compiling Without Unity

How to verify new C# compiles using dotnet build instead of opening the Editor, including a fix for a SDK/Windows CET crash on this machine. Read the guide.

Adding More Guides

Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
+
+ + + + + + \ No newline at end of file diff --git a/workspace/guides/using-workspaces/index.page b/workspace/guides/using-workspaces/index.page new file mode 100644 index 0000000..cfa8fad --- /dev/null +++ b/workspace/guides/using-workspaces/index.page @@ -0,0 +1,29 @@ + + + + Using Workspaces — Unity-Roject-Test + + + + + + + +

Using Workspaces

+
+ +

What the Workspace Is

The workspace folder is the project's memory system, with information, that can be accessed on demand. It has three purposes:

1. Project definition

 A human-readable record of what the project is, what exists, and where it is going. The source of truth about scope and goals.

2. Agent memory

The context, rules, and conventions that agents read before doing any work. An agent that reads the workspace can usually start because the bigger context should be clear.

3. Usage documentation

The outline, boards, guides and actions explaini how to work with this project and its tools.


The workspace describes the features and their reason and understanding. Code shows what was built. The workspace explains what it is, why it exists, and how to work with it.
+

What Goes Where

index.page

Entry point for agents and humans: Project name, a two-sentence description, links to everything else.

outline  
Big picture. Scope, goals, what exists now, key technical decisions, what is next. 

boards
Active work. Organized in kan-ban boards: To-Dos, backlog, bugs.

guides 
Rules. Agents must follow guides, they define the workflow, conventions and expectations.

actions
Named repeatable procedures. Detailed step-by-step processes for reoccuring agent tasks.

history
Session log. What happened each session, what was decided, and why. Usually at the end of every working session.

reference
Code doc. For complicated or/and often used code. 

+
+ +

The Memory Rule

Anything a future agent needs to understand or know about the project belongs in the workspace.

Decisions and their reasons belong in the history. Rules and constraints belong in the guides. Current tasks belong in the boards. The big picture belongs in outline. For complex or unusual code Implementations, details can be in the reference. 

Agents should after a task think about, whether there was unusal information coming up, which would be helpfull for a next session.
+

Keeping It Current

The workspace is most useful when it is up to date. An outdated outline misleads agents. An empty task board means lost context. A history with no recent entries means nobody knows where things were left.

Besides, actions, which users can execute to keep organized, agents should actively help keeping things update to date. That usually means to create proposals what should be udpated.

+
+
+ + + + + \ No newline at end of file diff --git a/workspace/guides/workflow/index.page b/workspace/guides/workflow/index.page new file mode 100644 index 0000000..27979a4 --- /dev/null +++ b/workspace/guides/workflow/index.page @@ -0,0 +1,29 @@ + + + + Workflow — Unity-Roject-Test + + + + + + + +

Workflow

+
+ +

Start of Session

Before doing any work, agents scan this places:

1. Open boards/tasks.page. Read what is in progress and what is next. This is your starting context.

2. Open history/index.page. Read the most recent entry to recall where things were left and what decisions were made.

3. Read also boards/backlog.page. There could be additional information.

After that, an agent can propose to work on a task or asks what to do. 
+

End of Session

Before closing, users and agents can use this actions:

Log what was done, what was decided, and why. Always.

Move completed items to Done, update in-progress items, add new ones.

When something changed at the project level: new system built, scope shifted, key decision made.
+
+ +

For Agents

Before starting any task, an agent must:

1. Read the overview of the guides and read more about rules that are relevant to a task.

2. Read the reference - to get short cuts for understanding the code

3. When the process of thinking takes longer than 2k tokens, try to involve the user: Comminucate it takes longer or ask whether the user can help.
+

The Rhythm

The workspace becomes productive when it is updated consistently. The loop is:

Read → Work → Test → Document → Repeat

Reading the workspace before starting means less time reconstructing context. Updating the workspace after finishing means the next session - whether yours or an agent's - starts with full context.

Short history entries are better than none. A rough task list is better than an empty board. 
+
+
+ + + + + \ No newline at end of file diff --git a/workspace/history/index.page b/workspace/history/index.page new file mode 100644 index 0000000..2ab6442 --- /dev/null +++ b/workspace/history/index.page @@ -0,0 +1,29 @@ + + + + History — Unity-Roject-Test + + + + + + + +

History

+
+ +

25 September 2026 - Implementation Session

Took over the "Session Hand-Over: Tech Outline Normalization" task, confirmed the Dialog Manager section of outline/tech/index.page read correctly, then implemented all three Tech Areas from that outline: Game State Management, Dialog Management, and Simulation Management. Code lives under Assets/Scripts/Rokojori/GameState/, Dialog/, and Simulation/ (about 28 files). Removed the stale "Get Initial Picture" board task (its description no longer matched what had actually happened) and closed out the hand-over task.

Compile Toolchain

Set up a way to verify C# compiles without opening the Unity Editor - see guides/compiling-without-unity/index.page. Two things were needed: a global.json pinning the SDK to 8.0.417 (the default .NET 10.0.401 SDK crashes compiling Unity's generated csproj on this machine - a Windows/CET incompatibility, not a project issue), and a hand-written CompileCheck.csproj that globs Assets/Scripts/Rokojori and Assets/Scripts/Project directly, since Unity's own generated Assembly-CSharp.csproj only lists files present at its last sync and won't pick up files written outside the Editor. All new code compiles clean against this (2 pre-existing, harmless serialization-analyzer warnings on EventSlot fields, unrelated to this session's code). This has only been compile-checked, never run in Unity - see the new "Verify in Unity Editor" board task.

Coding Convention Correction

Wrote the first pass without noticing guides/Writing-C#/index.page - it exists but wasn't linked from guides/index.page (now fixed, and linked here alongside the new compiling guide). Had to go back and fix: no bare private fields (use public with an underscore prefix, or protected), no parameterized constructors (DialogProcessor changed to a static Create() factory), switch statements replaced with if/else-if chains (CompareInt, ListCondition), and explicit initial values added to all fields that lacked them.

Decisions

Kept GameStateManager's per-type value dictionaries as the runtime source of truth (marked [NonSerialized]), with GameStateVariable ScriptableObjects only holding the initial value and a stable key field for JSON save/load - editor-facing "name" (inherited from UnityEngine.Object) stays separate from save identity.

DialogManager.Show() throws NotImplementedException rather than faking a response - there is no UI to wire it to yet (Assets/UI is empty). SimulationRenderer.Enqueue() is a similar placeholder that completes instantly. Both are flagged as open To Do items rather than silently pretending to work.

Assumptions Needing Sign-off

The tech outline left several implementation details unspecified. Filled them in with the simplest defensible choice and flagged all five in outline/tech/index.page under "Implementation Status" rather than guessing silently: DialogList's flow semantics (flat sequence, ignores children's own "next"), PlayerChoice options gaining an optional GameStateAction, HasObject modelled as a bool flag (no inventory system exists), SimulationManager.playerCount as a plain int (no Player type is defined anywhere), and GameStateVariable.key replacing the outline's literal (but already-inherited) "name" field. See the new "Sign Off Implementation Assumptions" board task.

Not Done

SimulateWorld and ShowTurnStartConditions (the example GamePhase subclasses) were described only narratively in the outline with no code contract, so they weren't written - see the "Example Simulation Phases" board task. DialogPhase was written since GamePhase now exists, closing a gap from last session.
+
+ +

25 September 2026

Project created.
+
+ +

25 September 2026 - Tech Outline Session

Rewrote outline/tech/index.page. It previously held roughly 92KB of copy-pasted ChatGPT export markup (wrapper divs around a 15-section simulation brainstorm) plus an unedited Roject placeholder block. Replaced with a normalized design across three tech areas: Game State Manager, Simulation Manager, Dialog Manager.

Decisions

GameStateManager is the single shared state layer - Simulation Manager and Dialog Manager both read/write through it instead of keeping separate state.

Simulation Manager is built around GamePhase ScriptableObjects run asynchronously across five ordered lists (intro, preTurn, playerTurn, postTurn, outro). Any phase can flag the game finished, which jumps straight to outro. Phases only talk to Unity through SimulationRenderer (command in, "done" callback out). The earlier standalone systems architecture (ProductionSystem, PollutionSystem, spatial fields, deltas) was folded into one example phase, SimulateWorld, instead of being its own top-level section - it was more detail than a portfolio-sized prototype needs.

Dialog Manager went through two passes. The first coupled dialog execution directly into DialogPhase. The user corrected this: dialog needed to work standalone, not just inside the simulation loop. Settled on three layers - DialogProcessor (standalone cursor engine, depends only on an IDialogDisplay interface, no knowledge of UI or the simulation loop), DialogManager (singleton, owns UI wiring, sole entry point via StartDialog(), implements IDialogDisplay), and DialogPhase (thin GamePhase wrapper calling DialogManager.instance.StartDialog()). The IDialogDisplay seam also covers a future debug/headless display for testing, mentioned but not built.

Not Done

No code was written - this was entirely the design pass in the tech outline. The To Do board items (Game State Management, Dialog Management) still need actual implementation. Final sign-off on the Dialog Manager section of the tech outline was still pending when the session was handed over.
+
+
+ + + + diff --git a/workspace/index.page b/workspace/index.page new file mode 100644 index 0000000..decba72 --- /dev/null +++ b/workspace/index.page @@ -0,0 +1,32 @@ + + + + Unity-Roject-Test + + + + + + + +

Unity-Roject-Test

+
+ +

About

This a unity game prototype for a testing out some principles for a narrative/dialog heavy simulation game.
+

Workspace

What the project is and where it's going.

Tasks, bugs, backlog.

Custom agents. 

How agents should work with this project.

Named repeatable procedures for agents.

Session logs.

Code documentation. 
+
+ + + +

For Agents: Orientation

Read all of these pages in order at the start of every session. They are short and give the full context needed to work effectively.

1. This page - overview and links.
2. outline/index.page - what the project is and where it is going.
3. guides/index.page - rules and conventions.
4. guides/agent-conduct/index.page - how to reason, check in, and manage knowledge.
5. boards/tasks.page - what is active right now.
6. history/index.page - what happened last session.

After reading, confirm to the user and wait for direction. Do not read deeper files unprompted.
+

For Agents: Memory Rule

All project knowledge belongs in this workspace - not in local agent memory files. The workspace is version-controlled, shared across machines, and readable by any agent or human.

- Decisions and their reasons - history
- Active tasks - boards
- Rules and conventions - guides
- Big picture and goals - outline
- Complex or unusual code - reference
+
+
+ + + + + + \ No newline at end of file diff --git a/workspace/notes/index.page b/workspace/notes/index.page new file mode 100644 index 0000000..321d31e --- /dev/null +++ b/workspace/notes/index.page @@ -0,0 +1,20 @@ + + + + Tasks + + + + + + + +

NOTES

Working folders for individual notes - one subdirectory per note, created with the "Add Note" tool in the editor header. Each starts as a bare page and can grow to hold any notes, drafts, or any links to other files.

+
+
+ + + + \ No newline at end of file diff --git a/workspace/outline/index.page b/workspace/outline/index.page new file mode 100644 index 0000000..681c61e --- /dev/null +++ b/workspace/outline/index.page @@ -0,0 +1,33 @@ + + + + Outline — Unity-Roject-Test + + + + + + + +

Outline

This project is a narritive heavy simulation game protoype for a Unity dev application role
+
+ +

Vision

A project I can open to showcase a small simulation game that has some story during a simulation game for Unity
+
+

Current State

It just started, only the first initial files exist
+

What's next

Building the singletons
+
+ +

MVP/Core Features

Demonstrating mainly the code needed for a narrivative heavy simulation game
+

Highlights & Details

Nothing there yet
+
+

Tech Stack

There are more pages about this, since this will be created:
workspace/outline/tech/index.page
+

Misc

Additions
+
+ + + + + \ No newline at end of file diff --git a/workspace/outline/tech/index.page b/workspace/outline/tech/index.page new file mode 100644 index 0000000..a58f8a5 --- /dev/null +++ b/workspace/outline/tech/index.page @@ -0,0 +1,228 @@ + + + + New Page + + + + + + + +

Tech Outline

+
+ +
+
+

Project Organization

Code goes into Assets/Scripts.

The main scene is found at: Assets/Main

Unity Settings are in: Assets/Settings

UI will land in: Assets/UI
+

Scene Organization

There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

Only the levels would be loaded additionally in the scene. 

In the demo there's no need to load different levels.
+
+

Tech Areas

The prototype should contain the following sections:


- GameState Management
- Dialog Management
- Simulation Management


Writing Managers/Singletons

Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




+

Writing Code

There are two types of code that can be written and the differ in the way of the usage.

Library Code

Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
Assets/Scripts/Rokojori

Project Code

Code that is related generic goes here, it can be found here:
Assets/Scripts/Project


+
+

Game State Manager

Shared state layer underneath both the Simulation Manager and the Dialog Manager - both read and write through it, nothing owns its own copy of game data.

GameStateManager holds a list of GameStateVariables and builds a lookup dictionary per type on ready.

Reading a value goes through typed getters (GetValue( GameStateNumberVariable ), GetValue( GameStateBoolVariable )), so callers never touch the raw dictionaries.

Changes are broadcast through EventSlots (Assets/Scripts/Rokojori/Events/EventSlot.cs), so phases and dialog conditions can react without polling. The full set of variables can be serialized to and deserialized from JSON, for save/load.
+ +public class GameStateManager : MonoBehaviour +{ + public List<GameStateVariable> variables; + + void OnReady() + { + // build a per-type value dictionary + } + + public double GetValue( GameStateNumberVariable var ) { } + public bool GetValue( GameStateBoolVariable var ) { } + + public string ToJson() { } + public void FromJson( string json ) { } +} + +public abstract class GameStateVariable : ScriptableObject +{ + public string name; +} + +public class GameStateNumberVariable : GameStateVariable +{ + public double initialValue; + public EventSlot<double> onChanged; +} + +public class GameStateBoolVariable : GameStateVariable +{ + public bool initialValue; + public EventSlot<bool> onChanged; +} + + +
+

How It Fits Together

Dialog runs through DialogManager, which any code can call directly. DialogPhase is just a thin wrapper so a dialog can also be one step in the Simulation Manager's turn loop.
+ GameStateManager + (shared game state) + ▲ ▲ + │ │ + SimulationManager │ + │ │ + Intro / PreTurn / PlayerTurn / PostTurn / Outro + │ + ┌────────────┼──────────────────┐ + ▼ ▼ ▼ + ShowTurnStart SimulateWorld DialogPhase + Conditions (production, │ + (dice, ticks) pollution, ...) DialogManager.StartDialog() + │ │ │ + │ │ DialogProcessor + │ │ (cursor over DialogBlocks) + │ │ │ + └────────────┴───────commands─────┘ + ▼ + SimulationRenderer / UI + │ + done ──► next phase + + DialogManager.StartDialog() can also be called directly, + outside of any phase (menus, cutscenes, etc.) + +
+
+

Simulation Manager

GamePhase is the atomic unit: a ScriptableObject that runs asynchronously and can read/write GameStateManager. The manager awaits one phase before starting the next.
+public abstract class GamePhase : ScriptableObject +{ + public abstract Task Execute( + GameState state, + SimulationRenderer renderer ); + + // set true from inside Execute to end the game early + public bool gameFinished; +} + +
+

Phase Lists & the Turn Loop

SimulationManager holds five ordered phase lists and runs them like this:
+public List<GamePhase> intro; +public List<GamePhase> preTurn; +public List<GamePhase> playerTurn; +public List<GamePhase> postTurn; +public List<GamePhase> outro; + +async Task Run() +{ + await RunPhases( intro ); // e.g. set player count + + while ( ! anyPhaseFinishedGame ) + { + await RunPhases( preTurn ); + + foreach ( var player in players ) + await RunPhases( playerTurn ); + + await RunPhases( postTurn ); + } + + await RunPhases( outro ); +} + +

Any phase, in any list, can flag the game as finished. The manager checks this after each phase and jumps straight to outro, skipping whatever was left - it doesn't wait for the current list to finish.
+
+

SimulationManager ↔ SimulationRenderer

A phase doesn't touch Unity directly. It hands commands to the renderer and awaits completion before the manager moves on:
+GamePhase.Execute() + │ + ▼ +renderer.Enqueue( command ) // animation, UI, VFX... + │ + ▼ +SimulationRenderer executes it + │ + ▼ +renderer reports done + │ + ▼ +Execute() completes -> next phase + +
+

Example Phases

ShowTurnStartConditions - start of a round: roll dice for events, apply resource ticks, set up the state a turn begins with.

SimulateWorld - where systems like ProductionSystem/AllocationSystem/PollutionSystem run: each reads a slice of state and writes deltas back through GameStateManager, optionally querying a shared spatial field (e.g. a PollutionField) instead of linking entities directly, using a seeded random stream so results are reproducible.

DialogPhase - a thin GamePhase that awaits DialogManager.instance.StartDialog( start ) and completes. All the real logic lives in DialogManager/DialogProcessor below, so dialog works the same way whether or not it's running inside a phase.
+
+

Dialog Manager

The UI-facing singleton and the only entry point for running a dialog. Owns the actual UI wiring (text, portraits, choice buttons) and can be called directly from anywhere - not just from a DialogPhase.
+public class DialogManager : MonoBehaviour, IDialogDisplay +{ + public static DialogManager instance + => Unique<DialogManager>.instance; + + public async Task StartDialog( DialogBlock start ) + { + var processor = new DialogProcessor( this ); + await processor.Run( start ); + } + + // called by DialogProcessor when a block needs to be shown + public async Task<DialogAnswer> Show( DialogBlock block ) + { + // update UI (line/portrait, or choice buttons) + // and wait for the player, e.g. a button click + } +} + +
+

DialogProcessor

The standalone engine. Owns the cursor, resolves branches/conditions against GameStateManager on its own, and only talks to the outside world through the IDialogDisplay it was given - it has no idea DialogManager exists.
+public class DialogProcessor +{ + IDialogDisplay display; // e.g. DialogManager + + public DialogProcessor( IDialogDisplay display ) + { + this.display = display; + } + + public async Task Run( DialogBlock start ) + { + var current = start; + + while ( current != null ) + current = await current.Run( display ); + } +} + +
+
+

Execution Model

Running a block finishes it and returns the next one. By default that's just "the next block in sequence" - but a PlayerChoice or DialogBranch can redirect the cursor to any other block instead, based on the option picked or a GameStateCondition.
+DialogLine: "Want to buy stuff?" +PlayerChoice: + A) Attacker + B) Defenders + C) None + +
Bigger dialogs work the same way, just with conditions picking the branch - e.g. checking a player's points and whether City A is still standing to decide whether the dialog continues with City A's boss or City B's.
+

Dialog Blocks

+DialogBlock +├── DialogLine // Locale, Speaker +├── PlayerChoice // ChoiceLine, Options[] +├── DialogBranch // Condition, Branch -> DialogBlock +├── DialogList // Blocks[], itself a DialogBlock +├── ReturnBlock // ends the dialog +└── CommentBlock // editor-only, no gameplay effect + +
DialogLine pairs a localized Locale with a Speaker; presentation (portrait, voice, animation) is handled by whatever implements IDialogDisplay.
+
+

Conditions & Actions

Game-state reads/writes stay out of DialogBlock and live in two small hierarchies on top of GameStateManager:
+GameStateCondition +├── CompareInt +├── HasObject +└── ListCondition // All / AtLeastOne / None + +GameStateAction +├── SetProperty +├── ModifyProperty +└── ActionList + +
This keeps the dialogue graph data-driven - conversations can be built without writing code.
+

Testability

Because DialogProcessor only depends on the IDialogDisplay interface, DialogManager isn't the only thing that can drive it.

A debug/headless display can implement the same interface - auto-answering choices, logging the path taken - to run and check dialogs without the actual UI.
+
+

Implementation Status

Game State Management, Dialog Management, and Simulation Management now all have code under Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/). This was written in one pass from this outline without a code review - see history/index.page for the session entry.

Not built: SimulateWorld / ShowTurnStartConditions (only mentioned as examples, no code contract given) and any real UI for DialogManager.Show / SimulationRenderer.Enqueue - both currently placeholders (the former throws, the latter completes instantly), since Assets/UI is still empty.

Assumptions Made Filling Gaps - Need Sign-off

1. DialogList runs its blocks as a flat ordered sequence and ignores each child's own inherited next field while inside the list - the list's authored order is what drives flow. This means DialogBranch/PlayerChoice aren't meaningful as direct DialogList members under the current implementation (their branch targets get silently ignored). Alternative interpretations were possible; this was the simplest that kept DialogList useful as an authoring convenience for grouping content nodes.

2. PlayerChoice options gained an optional action : GameStateAction field, executed when that option is picked. The outline listed Conditions and Actions as a pair but never named which DialogBlock triggers an Action - this seemed like the natural, and only, gap to fill it.

3. HasObject is implemented against a GameStateBoolVariable flag, since there is no inventory/object system yet to check membership against.

4. SimulationManager.playerCount is a plain int, not a list of a "Player" type - no such type exists anywhere yet, and the outline's own turn-loop sample references players/player without ever defining what they are.

5. GameStateVariable uses a separate key field for save-data identity rather than the outline's literal name field, since name is already inherited from UnityEngine.Object and shadowing it would be confusing.
+
+ + + + + diff --git a/workspace/reference/index.page b/workspace/reference/index.page new file mode 100644 index 0000000..a3697c6 --- /dev/null +++ b/workspace/reference/index.page @@ -0,0 +1,25 @@ + + + + New Page + + + + + + + +

Reference

+
+ + Technical documentation, explaination, simplifications, clarfications for code, names, processes + +

Complicated Code

Some code is more complicated that other code. Some has a lot of dependencies or unusal connections. Everything that helps to understand complex code better, can be here.

+

Cheat Sheets

Not everything needs to complex that can have listing. Some things are trivial but are needed all the time. Conventions, paths,  entry points etc.
+
+ + + + \ No newline at end of file diff --git a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json new file mode 100644 index 0000000..63395a9 --- /dev/null +++ b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json @@ -0,0 +1,20 @@ +[ + { + "sessionId": "1cf7ca7c-0518-4c67-b7f1-43f30241ab0a", + "startedAt": 1790362495655, + "lastUsedAt": 1790366081821, + "firstMessagePreview": "I want to work on \"Get Initial Picture\", can you read the pages and give me some" + }, + { + "sessionId": "3c3cb234-3120-44f1-81d0-ae90bc92c8da", + "startedAt": 1790366226373, + "lastUsedAt": 1790366817332, + "firstMessagePreview": "Can you use the action \"take-over-session\"?" + }, + { + "sessionId": "77e12657-114e-470b-a22f-c05509121c80", + "startedAt": 1790368185835, + "lastUsedAt": 1790368185835, + "firstMessagePreview": "For this Unity project, can you quickly setup a git ignore that fits for Unity?" + } +] \ No newline at end of file diff --git a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/1cf7ca7c-0518-4c67-b7f1-43f30241ab0a.json b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/1cf7ca7c-0518-4c67-b7f1-43f30241ab0a.json new file mode 100644 index 0000000..a7f6257 --- /dev/null +++ b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/1cf7ca7c-0518-4c67-b7f1-43f30241ab0a.json @@ -0,0 +1,747 @@ +[ + { + "role": "user", + "timestamp": 1790362495656, + "text": "I want to work on \"Get Initial Picture\", can you read the pages and give me some feedback?" + }, + { + "role": "assistant", + "timestamp": 1790362593311, + "events": [ + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "find /c/rokojori/projects/unity-projects/Unity-Roject-Test -iname \"index.page\" 2>/dev/null", + "description": "Locate index.page file in project" + }, + "toolId": "toolu_01LELL1ZXFYXDrwBEhDQh6QX" + }, + { + "type": "tool_result", + "name": "toolu_01LELL1ZXFYXDrwBEhDQh6QX", + "result": "/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/creating-pages/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/authoring/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/game-dev/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/hub/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/production/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/research/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/getting-started/project-types/software-dev/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/update-history/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/update-outline/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/actions/update-tasks/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/boards/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/guides/agent-conduct/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/guides/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/guides/using-workspaces/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/guides/workflow/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/guides/Writing-C#/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/history/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/notes/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/outline/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/outline/tech/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/reference/index.page\n/c/rokojori/projects/unity-projects/Unity-Roject-Test/workspace/rojos/index.page", + "toolId": "toolu_01LELL1ZXFYXDrwBEhDQh6QX" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\index.page" + }, + "toolId": "toolu_01U4fuUJhibnj5hyVYjQyfKU" + }, + { + "type": "tool_result", + "name": "toolu_01U4fuUJhibnj5hyVYjQyfKU", + "result": "1\t\n2\t\n3\t \n4\t Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

Unity-Roject-Test

\n15\t
\n16\t\n17\t

About

This a unity game prototype for a testing out some principles for a narrative/dialog heavy simulation game.
\n18\t

Workspace

What the project is and where it's going.

Tasks, bugs, backlog.

Custom agents. 

How agents should work with this project.

Named repeatable procedures for agents.

Session logs.

Code documentation. 
\n19\t
\n20\t\n21\t \n22\t\n23\t

For Agents: Orientation

Read all of these pages in order at the start of every session. They are short and give the full context needed to work effectively.

1. This page - overview and links.
2. outline/index.page - what the project is and where it is going.
3. guides/index.page - rules and conventions.
4. guides/agent-conduct/index.page - how to reason, check in, and manage knowledge.
5. boards/tasks.page - what is active right now.
6. history/index.page - what happened last session.

After reading, confirm to the user and wait for direction. Do not read deeper files unprompted.
\n24\t

For Agents: Memory Rule

All project knowledge belongs in this workspace - not in local agent memory files. The workspace is version-controlled, shared across machines, and readable by any agent or human.

- Decisions and their reasons - history
- Active tasks - boards
- Rules and conventions - guides
- Big picture and goals - outline
- Complex or unusual code - reference
\n25\t
\n26\t
\n27\t\n28\t\n29\t\n30\t\n31\t\n32\t", + "toolId": "toolu_01U4fuUJhibnj5hyVYjQyfKU" + }, + { + "type": "tool_call", + "name": "ToolSearch", + "args": { + "query": "select:mcp__roject__get_text_content,mcp__roject__list_files,mcp__roject__read_path_meta", + "max_results": 5 + }, + "toolId": "toolu_018SbYyx6UoRHn1LZzvbnj3L" + }, + { + "type": "tool_result", + "name": "toolu_018SbYyx6UoRHn1LZzvbnj3L", + "result": "", + "toolId": "toolu_018SbYyx6UoRHn1LZzvbnj3L" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/outline/index.page" + }, + "toolId": "toolu_01SSsWRkWoxBvhsKbTDhWUHQ" + }, + { + "type": "tool_result", + "name": "toolu_01SSsWRkWoxBvhsKbTDhWUHQ", + "result": "\n\n \n Outline — Unity-Roject-Test\n \n\n\n\n\n\n\n

Outline

This project is a narritive heavy simulation game protoype for a Unity dev application role
\n
\n\n

Vision

A project I can open to showcase a small simulation game that has some story during a simulation game for Unity
\n
\n

Current State

It just started, only the first initial files exist
\n

What's next

Building the singletons
\n
\n\n

MVP/Core Features

Demonstrating mainly the code needed for a narrivative heavy simulation game
\n

Highlights & Details

Nothing there yet
\n
\n

Tech Stack

There are more pages about this, since this will be created:
workspace/outline/tech/index.page
\n

Misc

Additions
\n
\n\n\n\n\n", + "toolId": "toolu_01SSsWRkWoxBvhsKbTDhWUHQ" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/guides/index.page" + }, + "toolId": "toolu_01MSJZGVQeqgbQVg7dQiB49j" + }, + { + "type": "tool_result", + "name": "toolu_01MSJZGVQeqgbQVg7dQiB49j", + "result": "\n\n \n Guides — Unity-Roject-Test\n \n\n\n\n\n\n\n

Guides

\n
\n\n

What Guides Are

Guides are rules for agents when executing tasks.  They ensure workflows, conventions and expectations are consistent.
\n
\n\n

Using Workspaces

What the workspace folder is, how memory is organised, what goes where, and how to keep it current. Start here if you are new to this project or this system. Read the guide.

Workflow

The session rhythm: what to read at the start, what to run at the end, and how agents should orient before starting work. Read the guide.
\n

Agent Conduct

How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

Adding More Guides

Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
\n
\n\n\n\n\n\n", + "toolId": "toolu_01MSJZGVQeqgbQVg7dQiB49j" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/guides/agent-conduct/index.page" + }, + "toolId": "toolu_012nj4s7SFxFCHUWjH8ADpL8" + }, + { + "type": "tool_result", + "name": "toolu_012nj4s7SFxFCHUWjH8ADpL8", + "result": "\n\n \n Agent Conduct — Unity-Roject-Test\n \n\n\n\n\n\n\n

Agent Conduct

How agents should reason, check in, and manage project knowledge when working in this project.

\n
\n\n

Session Start

Read, confirm, then wait

Read the first-layer pages listed on index.page. Give a brief confirmation that you understand the project and stop. Do not dive into board details or hunt for more context unprompted.

Wait for the user to direct next steps.


Board detail files are not first-layer

boards/tasks.page, boards/bugs.page, and boards/backlog.page are not part of the initial read unless the user directs it or a task clearly requires current board state.

\n
\n\n

Reasoning and Check-ins

The core rule

After roughly 1 000 tokens of internal reasoning without a clear answer, pause and surface the situation to the user. The user is an expert and can often shortcut a long investigation with domain knowledge or a targeted hint.


Always interrupt when

  • Reasoning has gone on for ~1 000 tokens and no root cause is found.
  • Multiple hypotheses seem equally plausible.
  • The cause requires runtime information (console errors, network responses, live state) that cannot be determined statically.
  • The fix would require reading many more files without a clear lead.

When interrupting

Be brief and concrete. Name the specific problem, the hypotheses already ruled out, and what would help most. Offer concrete actions the user can take - open DevTools, check a log, paste an error.


Only skip the interrupt when

The user has explicitly said so in the current session - e.g. \"just continue\", \"don't interrupt\", \"do the whole thing\". That permission is session-scoped and does not carry into the next conversation.

\n
\n\n

Knowledge and Memory

The workspace is the memory

All persistent knowledge about this project - planned features, decisions made, open improvements, session notes - lives in workspace/ and is version-controlled. Agents must write project knowledge here, not into local agent memory files. The workspace is visible to the user, survives across machines, and is the single source of truth.


What goes where

  • Planned features and open items - outline
  • Session notes and what was built - history entry via the Update History action
  • Coding conventions and how-tos - a guide under guides/
  • Recurring procedures - an action under actions/

Be scope aware

Give feedback when tasks become too large for a single session. Cleanups and documentation often need a follow-up session with enough context to do them properly. Communicate this rather than rushing or going silent.

\n
\n\n

Writing Style

Use - not —

When writing workspace documents, use the hyphen/minus character - instead of the em dash —. This applies to prose, lists, and task descriptions.

\n
\n
\n\n\n\n\n", + "toolId": "toolu_012nj4s7SFxFCHUWjH8ADpL8" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/boards/tasks.page" + }, + "toolId": "toolu_01QwpuGvQ8duTKM9Z6wsRhuV" + }, + { + "type": "tool_result", + "name": "toolu_01QwpuGvQ8duTKM9Z6wsRhuV", + "result": "\n\n \n Tasks — Unity-Roject-Test\n \n\n\n\n\n\n\n

Tasks

\n
\n\n\n\n \n To Do\n \n \n

Game State Management

\n Write the  Game State manager and all the needed classes\n
\n

Dialog Management

\n Write the Dialog Manager and all the needed classes. Ideally we can test it.\n
\n \n In Progress\n \n

Get Initial Picture

\n Give Feeback about Project Orientation and whether more points need to be declared\n
\n \n Done\n \n
\n\n\n\n\n\n", + "toolId": "toolu_01QwpuGvQ8duTKM9Z6wsRhuV" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/history/index.page" + }, + "toolId": "toolu_015nuY7afWQDeCdc6Vm57ip7" + }, + { + "type": "tool_result", + "name": "toolu_015nuY7afWQDeCdc6Vm57ip7", + "result": "\n\n \n History — Unity-Roject-Test\n \n\n\n\n\n\n\n

History

\n
\n\n

25 September 2026

Project created.
\n
\n
\n\n\n\n\n", + "toolId": "toolu_015nuY7afWQDeCdc6Vm57ip7" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/outline/tech/index.page" + }, + "toolId": "toolu_012gsdhBEv5n7tbEHLFFVxLz" + }, + { + "type": "tool_result", + "name": "toolu_012gsdhBEv5n7tbEHLFFVxLz", + "result": "Error: result (91,984 characters across 593 lines) exceeds maximum allowed tokens. Output has been saved to C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt.\nFormat: Plain text\nUse offset and limit parameters to read specific portions of the file, search within it for specific content, and jq to make structured queries.\nREQUIREMENTS FOR SUMMARIZATION/ANALYSIS/REVIEW:\n- You MUST read the content from the file at C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt in sequential chunks until 100% of the content has been read.\n- If you receive truncation warnings when reading the file, reduce the chunk size until you have read 100% of the content without truncation.\n- Before producing ANY summary or analysis, you MUST explicitly describe what portion of the content you have read. ***If you did not read the entire content, you MUST explicitly state this.***\n- If after a few attempts you cannot read the file (file not found, lines too long for Read's offset/limit, no shell access), STOP retrying. Summarize what you were able to read, explicitly state which portion you could not read and why, and proceed.\n", + "toolId": "toolu_012gsdhBEv5n7tbEHLFFVxLz" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/rojos/index.page" + }, + "toolId": "toolu_01NC9yafbgBgmZhVnMoso4Gb" + }, + { + "type": "tool_result", + "name": "toolu_01NC9yafbgBgmZhVnMoso4Gb", + "result": "\n\n \n New Page\n \n\n\n\n\n\n \n

Rojos

Individualized Agents
\n
\n\n

Rojo

Rojo is the name for the individualized LLMs that can be used in the project. Their settings file (ending with *.rojo)  contains their source and other attributes.
\n

Rojo Usage

All *.rojo files defined in the rojos directory can be edited with a Rojo Settings panel and then can be used in the Rojo Chat.
\n
\n \n\n

Rojo Agent Customization

Besides the workspace as a comprehensive entry point, Rojos are designed to get their own individual instructions and can save things that are only relevant to them.

The agents get an individual start prompt, which can also refer to files in the workspace and could be also a page.

\n

Agent Memory

It's wise to instruct every rojo to use its own directory to store memory entries as pages, so that they can save things which a user can read and edit easily.

Usually the model would be reused, but can also change over time.
\n
\n

Agent Look

Rojos can also have a look, so that it is easily distingishable, whether one is a high-end claude api or a running-at-home local LLM.

Have fun creating cool looks!
\n

Agent Integrations

Agents can be integrated from different sources:

- External/local URLs
- Rokojori Tunnels
- Claude API
- Claude Code locally

\n
\n\n\n\n", + "toolId": "toolu_01NC9yafbgBgmZhVnMoso4Gb" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/reference/index.page" + }, + "toolId": "toolu_01SYHafSzijEuh81n9CaYeKr" + }, + { + "type": "tool_result", + "name": "toolu_01SYHafSzijEuh81n9CaYeKr", + "result": "\n\n \n New Page\n \n\n\n\n\n\n \n

Reference

\n
\n\n Technical documentation, explaination, simplifications, clarfications for code, names, processes\n\n

Complicated Code

Some code is more complicated that other code. Some has a lot of dependencies or unusal connections. Everything that helps to understand complex code better, can be here.

\n

Cheat Sheets

Not everything needs to complex that can have listing. Some things are trivial but are needed all the time. Conventions, paths,  entry points etc.
\n
\n\n\n\n", + "toolId": "toolu_01SYHafSzijEuh81n9CaYeKr" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "." + }, + "toolId": "toolu_01EJPF4eXkRUT73qnhdyrKJf" + }, + { + "type": "tool_result", + "name": "toolu_01EJPF4eXkRUT73qnhdyrKJf", + "result": "[{\"name\":\".roject\",\"type\":\"directory\"},{\"name\":\".vscode\",\"type\":\"directory\"},{\"name\":\"Assembly-CSharp-Editor.csproj\",\"type\":\"file\"},{\"name\":\"Assembly-CSharp.csproj\",\"type\":\"file\"},{\"name\":\"Assets\",\"type\":\"directory\"},{\"name\":\"Library\",\"type\":\"directory\"},{\"name\":\"Logs\",\"type\":\"directory\"},{\"name\":\"Packages\",\"type\":\"directory\"},{\"name\":\"ProjectSettings\",\"type\":\"directory\"},{\"name\":\"Temp\",\"type\":\"directory\"},{\"name\":\"Unity-Roject-Test.slnx\",\"type\":\"file\"},{\"name\":\"UserSettings\",\"type\":\"directory\"},{\"name\":\"workspace\",\"type\":\"directory\"}]", + "toolId": "toolu_01EJPF4eXkRUT73qnhdyrKJf" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt", + "limit": 80 + }, + "toolId": "toolu_011HShj3Kd4mB5FQFHr4XHuH" + }, + { + "type": "tool_result", + "name": "toolu_011HShj3Kd4mB5FQFHr4XHuH", + "result": "1\t\n2\t\n3\t \n4\t New Page\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t \n14\t

Tech Outline

\n15\t
\n16\t\n17\t
\n18\t
\n19\t

Project Organization

Code goes into Assets/Scripts.

The main scene is found at: Assets/Main

Unity Settings are in: Assets/Settings

UI will land in: Assets/UI
\n20\t

Scene Organization

There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

Only the levels would be loaded additionally in the scene. 

In the demo there's no need to load different levels.
\n21\t
\n22\t

Tech Areas

The prototype should contain the following sections:


- GameState Management
- Dialog Management
- Simulation Management


Writing Managers/Singletons

Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




\n23\t

Writing Code

There are two types of code that can be written and the differ in the way of the usage.

Library Code

Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
Assets/Scripts/Rokojori

Project Code

Code that is related generic goes here, it can be found here:
Assets/Scripts/Project


\n24\t
\n25\t

GameState Management


class GameStateManager:MonoBehaviour
- Contains GameStateVariables as a list. 
- OnReady:
 Creates for each variable a value pair in a dictionary for each type

- double GetValue( GameStateNumberVariable var )
- bool GetValue( GameStateNumberVariable var )

----------------

 abstract class GameStateVariable:ScriptableObject
- name:string

 class GameStateNumberVariable:GameStateVariable
- get initialValue:double

 GameStateBoolVariable:GameStateVariable
- get inititialValue:bool

 
It should be used to set and get the values of the game state. 
There will be also lis
It can also serialize them

\n26\t

Dialogue System Architecture

The dialogue system is built around composable DialogBlock ScriptableObjects. Each block represents one piece of narrative logic, and the dialogue runtime evaluates blocks sequentially while allowing branches and reusable sub-dialogues.

Core Architecture

DialogBlock\n27\t├── DialogLine\n28\t├── PlayerChoice\n29\t├── DialogBranch\n30\t├── DialogList\n31\t├── ReturnBlock\n32\t└── CommentBlock

DialogBlock

Abstract base class for all dialogue elements.

Blocks can be placed into dialogue sequences and evaluated by the dialogue runtime. Each block can reference other blocks, allowing dialogue to form a graph rather than being limited to a linear sequence.


DialogLine

Represents a spoken dialogue line.

DialogLine\n33\t├── Locale\n34\t└── Speaker

The Locale provides the localized text, while Speaker identifies the character delivering the line.

Presentation such as portraits, voice, animation, etc. is handled separately through actions/presentation systems.


PlayerChoice

Presents the player with multiple dialogue choices.

PlayerChoice\n35\t├── ChoiceLine\n36\t└── Options[]\n37\t      ├── Line\n38\t      └── Actions[]

Each option can execute one or more GameStateActions when selected.

Actions may modify global game state, which can subsequently affect dialogue branching.


DialogBranch

Conditionally redirects dialogue flow.

DialogBranch\n39\t├── Condition\n40\t└── Branch → DialogBlock

The branch evaluates a GameStateCondition. If the condition is satisfied, dialogue continues from the referenced block.

Conditions can be composed using structures such as ListCondition.


DialogList

A reusable collection of dialogue blocks.

DialogList\n41\t└── Blocks[]

DialogList is itself a DialogBlock, allowing lists to be nested or referenced from other dialogue structures.

This provides a convenient way to build reusable dialogue sections without requiring every conversation to be a single monolithic graph.


ReturnBlock

Explicitly terminates the current dialogue sequence or returns control to the containing dialogue flow.

Useful for ending branches early without requiring special logic in the dialogue runtime.


CommentBlock

Editor-only documentation/orientation.

CommentBlock\n42\t└── Content

Used to annotate complex dialogue structures and help designers understand the intended organization of a conversation.

It has no gameplay effect.


Conditions and Actions

Dialogue blocks themselves remain focused on narrative flow. Game-state manipulation and evaluation are handled through separate abstractions.

GameStateCondition\n43\t├── CompareInt\n44\t├── HasObject\n45\t├── ...\n46\t└── ListCondition\n47\t      ├── All\n48\t      ├── AtLeastOne\n49\t      └── None
GameStateAction\n50\t├── SetProperty\n51\t├── ModifyProperty\n52\t├── RemoveObject\n53\t├── ...\n54\t└── ActionList

This keeps the dialogue system independent from the specific implementation of game state.

Overall Flow

DialogBlock\n55\t     │\n56\t     ├── Present content\n57\t     │\n58\t     ├── Evaluate conditions\n59\t     │\n60\t     ├── Execute GameStateActions\n61\t     │\n62\t     └── Continue / Branch\n63\t             │\n64\t             ▼\n65\t        another DialogBlock

The result is a data-driven dialogue graph where narrative designers can construct complex conversations without writing code, while the runtime remains responsible primarily for evaluating flow and coordinating the dialogue state.

\n66\t
\n67\t

The important architectural idea is:

\n68\t
\n69\t

Simulation owns truth. Systems transform state. Commands/deltas describe what happened. Unity renders the result.

\n70\t
\n71\t

1. High-level architecture

\n72\t
┌─────────────────────────────────────────────┐\n73\t│                 Unity Layer                 │\n74\t│                                             │\n75\t│  UI / Input / Animations / VFX / Audio      │\n76\t│          │                     ▲            │\n77\t│          ▼                     │            │\n78\t│     Player Commands       Commands/Events   │\n79\t└──────────┬─────────────────────┬────────────┘\n80\t           │                     │",
+        "toolId": "toolu_011HShj3Kd4mB5FQFHr4XHuH"
+      },
+      {
+        "type": "tool_call",
+        "name": "Read",
+        "args": {
+          "file_path": "C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt",
+          "offset": 80,
+          "limit": 200
+        },
+        "toolId": "toolu_01BPrwMCCqG5ndpTrhksPRmA"
+      },
+      {
+        "type": "tool_result",
+        "name": "toolu_01BPrwMCCqG5ndpTrhksPRmA",
+        "result": "80\t           │                     │\n81\t           ▼                     │\n82\t┌─────────────────────────────────────────────┐\n83\t│              Simulation Layer               │\n84\t│                                             │\n85\t│  SimulationManager                          │\n86\t│       │                                     │\n87\t│       ▼                                     │\n88\t│  Phase / Turn Controller                    │\n89\t│       │                                     │\n90\t│       ▼                                     │\n91\t│  Systems                                    │\n92\t│   ├── ProductionSystem                      │\n93\t│   ├── ConsumptionSystem                     │\n94\t│   ├── AllocationSystem                      │\n95\t│   ├── PollutionSystem                       │\n96\t│   ├── CombatSystem                          │\n97\t│   ├── WinConditionSystem                    │\n98\t│   └── ...                                   │\n99\t│       │                                     │\n100\t│       ▼                                     │\n101\t│  GameState                                  │\n102\t│       │                                     │\n103\t│       ├── Entities                          │\n104\t│       ├── Resources                         │\n105\t│       ├── Technologies                      │\n106\t│       ├── Effects                           │\n107\t│       └── Spatial Fields                    │\n108\t│                                             │\n109\t└─────────────────────────────────────────────┘
\n110\t
\n111\t

2. Core pieces

\n112\t

SimulationManager

\n113\t

This is the conductor, not the place where game rules live.

\n114\t
public class SimulationManager\n115\t{\n116\t    public GameState State { get; }\n117\t\n118\t    public void ExecuteTurn()\n119\t    {\n120\t        ExecutePhase(Phase.PreTurn);\n121\t        ExecutePhase(Phase.PlayerTurns);\n122\t        ExecutePhase(Phase.PostTurn);\n123\t    }\n124\t}
\n125\t

Its responsibility is basically:

\n126\t
    \n127\t
  • \n128\tknow which phase we're in\n129\t
  • \n130\t
  • \n131\texecute systems in deterministic order\n132\t
  • \n133\t
  • \n134\tcollect results\n135\t
  • \n136\t
  • \n137\tadvance the simulation\n138\t
  • \n139\t
  • \n140\thandle replay/debugging\n141\t
  • \n142\t
\n143\t

It shouldn't contain:

\n144\t
if (city.HasFactory && city.HasTechnology ...)
\n145\t

Those rules belong elsewhere.

\n146\t
\n147\t

3. Phases

\n148\t

I'd make the turn structure explicit.

\n149\t
TURN\n150\t│\n151\t├── PreTurn\n152\t│   ├── UpdateEnvironmentalFields\n153\t│   ├── ApplyGlobalEffects\n154\t│   └── DeterminePlayerOrder\n155\t│\n156\t├── PlayerTurn\n157\t│   ├── Player A\n158\t│   │   └── ProcessPlayerCommands\n159\t│   ├── Player B\n160\t│   │   └── ProcessPlayerCommands\n161\t│   └── ...\n162\t│\n163\t└── PostTurn\n164\t    ├── Production\n165\t    ├── ResourceAllocation\n166\t    ├── Consumption\n167\t    ├── UpdateFields\n168\t    ├── Effects\n169\t    └── WinConditions
\n170\t

The exact phases are game-specific.

\n171\t

The important thing is that the order is explicit and documented.

\n172\t
\n173\t

4. Systems

\n174\t

Each system does one conceptual job.

\n175\t

For example:

\n176\t
ProductionSystem\n177\t    ↓\n178\treads:\n179\t    City\n180\t    Factory\n181\t    Technology\n182\t    PollutionField\n183\t    TemporaryEffects\n184\t\n185\twrites:\n186\t    ProductionDeltas
\n187\t

Then:

\n188\t
ResourceAllocationSystem\n189\t    ↓\n190\treads:\n191\t    ResourceState\n192\t    ConsumerRequests\n193\t    AllocationPolicies\n194\t\n195\twrites:\n196\t    AllocationDeltas
\n197\t

Then:

\n198\t
ConsumptionSystem\n199\t    ↓\n200\treads:\n201\t    Allocations\n202\t\n203\twrites:\n204\t    ResourceDeltas
\n205\t

This keeps the simulation understandable.

\n206\t
\n207\t

5. GameState

\n208\t

I'd make GameState the authoritative runtime state.

\n209\t

Something roughly like:

\n210\t
public class GameState\n211\t{\n212\t    public int Turn;\n213\t    public ulong RandomSeed;\n214\t\n215\t    public EntityState[] Entities;\n216\t\n217\t    public ResourceState Resources;\n218\t\n219\t    public TechnologyState Technologies;\n220\t\n221\t    public EffectState Effects;\n222\t\n223\t    public SpatialState Spatial;\n224\t}
\n225\t

The important distinction is:

\n226\t

Configuration

\n227\t

Mostly static:

\n228\t
ResourceDefinition\n229\tFactoryDefinition\n230\tTechnologyDefinition\n231\tBuildingDefinition\n232\tEffectDefinition\n233\tAllocationPolicy
\n234\t

These could be ScriptableObjects.

\n235\t

Runtime state

\n236\t

Changes during the simulation:

\n237\t
City has 120 food\n238\tFactory is active\n239\tPlayer owns city\n240\tTechnology researched\n241\tPollution = 37\n242\tTurn = 42
\n243\t

This belongs in the simulation state/save data.

\n244\t
\n245\t

6. Resources

\n246\t

Your NumericResource idea fits nicely here.

\n247\t
NumericResource\n248\t ├── Food\n249\t ├── Iron\n250\t ├── Gold\n251\t └── Water
\n252\t

Then quantities are runtime values:

\n253\t
Food = 120\n254\tIron = 35\n255\tGold = 500
\n256\t

Definitions describe what a resource is.

\n257\t

State describes how much currently exists.

\n258\t
\n259\t

7. Production

\n260\t

Instead of a huge EconomyManager, factories contain/configure processors.

\n261\t
Factory\n262\t   │\n263\t   └── FactoryProcessor\n264\t          │\n265\t          ├── Inputs\n266\t          │    └── Iron: 10\n267\t          │\n268\t          ├── Outputs\n269\t          │    └── Steel: 5\n270\t          │\n271\t          └── Conditions\n272\t               ├── Active\n273\t               ├── NearRiver\n274\t               └── TechnologyRequired
\n275\t

Then:

\n276\t
ProductionSystem\n277\t       │\n278\t       ├── Find producers\n279\t       │",
+        "toolId": "toolu_01BPrwMCCqG5ndpTrhksPRmA"
+      },
+      {
+        "type": "tool_call",
+        "name": "Read",
+        "args": {
+          "file_path": "C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt",
+          "offset": 560,
+          "limit": 33
+        },
+        "toolId": "toolu_01AWKUePnbhxzigEP16Eb9pB"
+      },
+      {
+        "type": "tool_result",
+        "name": "toolu_01AWKUePnbhxzigEP16Eb9pB",
+        "result": "560\tSystem execution order is explicit and deterministic.\n561\t\n562\t
  • \n563\tState mutations go through a controlled mutation/delta mechanism.\n564\t
  • \n565\t
  • \n566\tStatic game definitions are separate from runtime state.\n567\t
  • \n568\t
  • \n569\tSpatial relationships should generally be queried through reusable spatial fields.\n570\t
  • \n571\t
  • \n572\tRandomness is seeded and deterministic.\n573\t
  • \n574\t
  • \n575\tImportant mutations produce inspectable debug information.\n576\t
  • \n577\t
  • \n578\tPlayer actions enter the simulation as commands.\n579\t
  • \n580\t
  • \n581\tRendering reacts to simulation results rather than driving them.\n582\t
  • \n583\t
  • \n584\tEvery major architectural addition should have documentation and a clear ownership boundary.\n585\t
  • \n586\t\n587\t

    The nice thing is that this architecture can start much smaller than the diagram suggests. You don't need ECS, multithreading, Barnes–Hut, sophisticated replay, etc. on day one. You can start with SimulationManager → Phases → Systems → GameState, establish the boundaries, and introduce the heavier pieces only when profiling or game complexity actually demands them.

    \n588\t

    Right Column

    Something on the right
    \n589\t\n590\t\n591\t\n592\t", + "toolId": "toolu_01AWKUePnbhxzigEP16Eb9pB" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "Assets" + }, + "toolId": "toolu_01HN2gRKPxqpEwuXSppLHtCU" + }, + { + "type": "tool_result", + "name": "toolu_01HN2gRKPxqpEwuXSppLHtCU", + "result": "[{\"name\":\"Hello World.asset\",\"type\":\"file\"},{\"name\":\"Hello World.asset.meta\",\"type\":\"file\"},{\"name\":\"Main\",\"type\":\"directory\"},{\"name\":\"Main.meta\",\"type\":\"file\"},{\"name\":\"Scripts\",\"type\":\"directory\"},{\"name\":\"Scripts.meta\",\"type\":\"file\"},{\"name\":\"Settings\",\"type\":\"directory\"},{\"name\":\"Settings.meta\",\"type\":\"file\"},{\"name\":\"UI\",\"type\":\"directory\"},{\"name\":\"UI.meta\",\"type\":\"file\"}]", + "toolId": "toolu_01HN2gRKPxqpEwuXSppLHtCU" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "workspace/actions" + }, + "toolId": "toolu_017fGJsfgjpUyfK4dhiQqpZ4" + }, + { + "type": "tool_result", + "name": "toolu_017fGJsfgjpUyfK4dhiQqpZ4", + "result": "[{\"name\":\"creating-pages\",\"type\":\"directory\"},{\"name\":\"getting-started\",\"type\":\"directory\"},{\"name\":\"index.page\",\"type\":\"file\"},{\"name\":\"update-history\",\"type\":\"directory\"},{\"name\":\"update-outline\",\"type\":\"directory\"},{\"name\":\"update-tasks\",\"type\":\"directory\"}]", + "toolId": "toolu_017fGJsfgjpUyfK4dhiQqpZ4" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "workspace/notes" + }, + "toolId": "toolu_01GGs8BEsVqshWBvP1NToTVa" + }, + { + "type": "tool_result", + "name": "toolu_01GGs8BEsVqshWBvP1NToTVa", + "result": "[{\"name\":\"index.page\",\"type\":\"file\"}]", + "toolId": "toolu_01GGs8BEsVqshWBvP1NToTVa" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "workspace/boards" + }, + "toolId": "toolu_01XPTWMTjZiVDpZCCAyy7Mdh" + }, + { + "type": "tool_result", + "name": "toolu_01XPTWMTjZiVDpZCCAyy7Mdh", + "result": "[{\"name\":\"backlog.page\",\"type\":\"file\"},{\"name\":\"bugs.page\",\"type\":\"file\"},{\"name\":\"index.page\",\"type\":\"file\"},{\"name\":\"tasks.page\",\"type\":\"file\"}]", + "toolId": "toolu_01XPTWMTjZiVDpZCCAyy7Mdh" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "Assets/Scripts" + }, + "toolId": "toolu_015F8N5TdfFvyX9h5oYTid1M" + }, + { + "type": "tool_result", + "name": "toolu_015F8N5TdfFvyX9h5oYTid1M", + "result": "[{\"name\":\"Project\",\"type\":\"directory\"},{\"name\":\"Project.meta\",\"type\":\"file\"},{\"name\":\"Rokojori\",\"type\":\"directory\"},{\"name\":\"Rokojori.meta\",\"type\":\"file\"}]", + "toolId": "toolu_015F8N5TdfFvyX9h5oYTid1M" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/boards/backlog.page" + }, + "toolId": "toolu_01BEdNvjofcgKzaZetWzBHgb" + }, + { + "type": "tool_result", + "name": "toolu_01BEdNvjofcgKzaZetWzBHgb", + "result": "\n\n \n Backlog — Unity-Roject-Test\n \n\n\n\n\n\n\n

    Backlog

    \n
    \n\n

    Ideas & Future Direction

    Add longer-horizon ideas, vague features, and things that are too big or unclear for tasks yet.
    \n
    \n
    \n\n\n\n\n", + "toolId": "toolu_01BEdNvjofcgKzaZetWzBHgb" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/boards/bugs.page" + }, + "toolId": "toolu_018tjSK9C3kh5Dfa5mkYkCry" + }, + { + "type": "tool_result", + "name": "toolu_018tjSK9C3kh5Dfa5mkYkCry", + "result": "\n\n \n New Page\n \n\n\n\n\n\n \n

    Bugs

    \n
    \n
    \n\n\n\n", + "toolId": "toolu_018tjSK9C3kh5Dfa5mkYkCry" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "Assets/Scripts/Rokojori" + }, + "toolId": "toolu_01BCd6nc1ajCRUwAp9kJpv6Z" + }, + { + "type": "tool_result", + "name": "toolu_01BCd6nc1ajCRUwAp9kJpv6Z", + "result": "[{\"name\":\"Events\",\"type\":\"directory\"},{\"name\":\"Events.meta\",\"type\":\"file\"},{\"name\":\"Extensions\",\"type\":\"directory\"},{\"name\":\"Extensions.meta\",\"type\":\"file\"},{\"name\":\"Locales\",\"type\":\"directory\"},{\"name\":\"Locales.meta\",\"type\":\"file\"},{\"name\":\"Logging\",\"type\":\"directory\"},{\"name\":\"Logging.meta\",\"type\":\"file\"},{\"name\":\"Unique.cs\",\"type\":\"file\"},{\"name\":\"Unique.cs.meta\",\"type\":\"file\"}]", + "toolId": "toolu_01BCd6nc1ajCRUwAp9kJpv6Z" + }, + { + "type": "tool_call", + "name": "mcp__roject__list_files", + "args": { + "path": "Assets/Scripts/Project" + }, + "toolId": "toolu_01DuWCccq1eWujs5oUtFr6zr" + }, + { + "type": "tool_result", + "name": "toolu_01DuWCccq1eWujs5oUtFr6zr", + "result": "[]", + "toolId": "toolu_01DuWCccq1eWujs5oUtFr6zr" + }, + { + "type": "text", + "text": "I've read through the orientation layer plus the task-relevant board and tech docs. Here's the picture:\n\n**What's solid**\n- `index.page` → `outline` → `guides` → `agent-conduct` → `boards/tasks.page` → `history` form a clean, consistent onboarding chain. Instructions for agents (session start, check-in cadence, memory rules, writing style) are unambiguous.\n- Code layout matches what the outline claims: `Assets/Scripts/Rokojori` (library code: `Unique.cs`, `Events`, `Extensions`, `Locales`, `Logging`) exists; `Assets/Scripts/Project` is empty, which lines up with \"only the first initial files exist.\"\n- The two active To Do tasks (Game State Management, Dialog Management) match content that's already sketched out in `outline/tech/index.page`.\n\n**Issues found**\n\n1. **`outline/tech/index.page` is bloated with copy-paste cruft.** It's 593 lines / ~92KB - way out of proportion for a project that just started. Most of the size is leftover HTML wrapper markup from a ChatGPT web export (`code-block-viewer`, `cm-editor`, `PDq2pG_selectionAnchorContainer`, etc.) surrounding the actual content. Any agent that opens this page burns a large chunk of context on junk divs. Worth cleaning up - strip the wrapper markup, keep just the text/code content.\n\n2. **The page ends mid-scaffold.** The last block is literally `

    Right Column

    Something on the right
    ` - unfinished placeholder text that shouldn't be shipped as project documentation.\n\n3. **Two architecture descriptions don't fully reconcile.** The page contains:\n - A lightweight sketch: `GameStateManager` holding a list of `GameStateVariable`s (`GameStateNumberVariable`, `GameStateBoolVariable`) - simple key/value state for dialog conditions.\n - A much heavier design: a `SimulationManager` running `Phase`/`Turn` cycles over systems (`ProductionSystem`, `PollutionSystem`, `CombatSystem`, `WinConditionSystem`, ...) operating on a `GameState` with `Entities`, `Resources`, `Technologies`, `Effects`, `Spatial Fields`.\n \n These look like they came from separate brainstorming passes and aren't clearly related - e.g. is the turn-based `GameState` the same thing the `GameStateManager` reads variables from, or a separate concept? That's not stated anywhere. There's also a stray cut-off sentence (\"There will be also lis\").\n\n**Points that need declaring**\n\n- **Scope of \"simulation.\"** The top-level outline calls this a \"narrative/dialog heavy simulation game,\" but the tech doc's simulation architecture reads like a full turn-based 4X/economy sim (production, allocation, pollution, combat, spatial fields). For a portfolio piece meant to demonstrate narrative-driven systems to a hiring team, that's a lot of surface area. Worth deciding now whether the simulation layer is meant to be that ambitious, or a much smaller state machine that exists mainly to drive dialog branching - the two \"Tech Areas\" tasks (Game State Management, Dialog Management) already on the board suggest the latter, lighter direction.\n- **Relationship between GameState and Dialog systems isn't spelled out** - the dialog doc mentions `GameStateCondition`/`GameStateAction` acting on \"global game state,\" but doesn't say whether that's the `GameStateManager`/`GameStateVariable` model or the heavier `GameState` class.\n- No rojos (individual agents) are defined yet - just fine at this stage, but worth knowing before more agents start working here.\n\n**Suggested next step**: before starting on \"Game State Management\" (next in To Do), I'd clean up `outline/tech/index.page` (strip the HTML cruft, remove/finish the placeholder, and reconcile the two architecture descriptions into one) so the next session has a single source of truth instead of two competing designs. Want me to do that now, or do you want to settle the scope question first?" + } + ], + "tokenTotal": 2270 + }, + { + "role": "user", + "timestamp": 1790363079759, + "text": "Yes, I would like you toclean up tech/index. \n1. The Right Column thing was just something I did not edit, it is a default Roject Page Block placeholder.\n2. Regarding the different tech areas, yes they were created in different sessions. The two both deeper talks actually cover the scope I want to create. I think the both architecture are in essence 5-10 classes. The task would not be create content as big it was discussed in the brainstrom\n3. Can you normalize all 3? Game State is shorter and that's fine, but I want the other to contain the essence, without bloat. And I want all to look similar in the page editor. Can you rewrite them and use for each a two column layout, that you try to balance out? For the code stuff you can also break up the blocks and put it come some code blocks.\n4. Before you start, can you give me some feedback and how your plan would look like?" + }, + { + "role": "assistant", + "timestamp": 1790363162861, + "events": [ + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\Users\\Josef\\.claude\\projects\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\1cf7ca7c-0518-4c67-b7f1-43f30241ab0a\\tool-results\\mcp-roject-get_text_content-1790362520267.txt", + "offset": 280, + "limit": 280 + }, + "toolId": "toolu_012BmhPUpPRYZexmKxa6KvJ9" + }, + { + "type": "tool_result", + "name": "toolu_012BmhPUpPRYZexmKxa6KvJ9", + "result": "280\t ├── Evaluate conditions\n281\t │\n282\t ├── Query environmental fields\n283\t │\n284\t ├── Apply modifiers\n285\t │\n286\t └── Generate production deltas
    \n287\t
    \n288\t

    8. Spatial fields

    \n289\t

    This was one of the stronger architectural ideas from your answers.

    \n290\t

    Instead of:

    \n291\t
    City -> Factory -> PollutionRelationship -> Plant
    \n292\t

    use a spatial field.

    \n293\t
    PollutionInfluence\n294\t       ↓\n295\tPollution Capture System\n296\t       ↓\n297\tSpatial structure / quadtree\n298\t       ↓\n299\tPollutionField
    \n300\t

    Then any system can ask:

    \n301\t
    float pollution = pollutionField.GetValue(city.Position);
    \n302\t

    So:

    \n303\t
    ProductionSystem ─────┐\n304\tHealthSystem ─────────┤\n305\tPopulationSystem ─────┤──> PollutionField\n306\tMilitarySystem ───────┘
    \n307\t

    That's much more reusable than making explicit relationships between every entity.

    \n308\t
    \n309\t

    9. Deltas / commands

    \n310\t

    I would make the mutation boundary very explicit.

    \n311\t

    Instead of systems randomly doing:

    \n312\t
    city.Food += 20;
    \n313\t

    they produce something like:

    \n314\t
    ResourceDelta\n315\t{\n316\t    Entity = city;\n317\t    Resource = Food;\n318\t    Amount = +20;\n319\t    Source = ProductionSystem;\n320\t}
    \n321\t

    Then a state mutation layer applies it:

    \n322\t
    System\n323\t  │\n324\t  ▼\n325\tGenerate Delta\n326\t  │\n327\t  ▼\n328\tSimulation / State Mutation\n329\t  │\n330\t  ▼\n331\tGameState changed
    \n332\t

    This gives you a fantastic debugging trail:

    \n333\t
    Turn 47\n334\tCity Berlin\n335\tFood +20\n336\tSource: ProductionSystem\n337\tFactory: Farm_03\n338\tModifier: FertileLand +25%\n339\tPollution: -10%
    \n340\t
    \n341\t

    10. Resource contention

    \n342\t

    This becomes its own concern.

    \n343\t
    Factories / Units\n344\t       │\n345\t       ▼\n346\tConsumer Requests\n347\t       │\n348\t       ▼\n349\tAllocationSystem\n350\t       │\n351\t       ├── FirstComeFirstServe\n352\t       ├── Priority\n353\t       ├── RoundRobin\n354\t       ├── Random\n355\t       └── Cached\n356\t       │\n357\t       ▼\n358\tAllocation Results\n359\t       │\n360\t       ▼\n361\tConsumptionSystem
    \n362\t

    The policy is configuration/data rather than hardcoding every possible factory into the allocation system.

    \n363\t

    For example:

    \n364\t
    public interface IAllocationPolicy\n365\t{\n366\t    AllocationResult Allocate(\n367\t        ResourcePool pool,\n368\t        ConsumerRequest[] requests);\n369\t}
    \n370\t
    \n371\t

    11. Randomness

    \n372\t

    Never use uncontrolled Unity randomness inside the simulation.

    \n373\t

    Instead:

    \n374\t
    SimulationSeed\n375\t     +\n376\tTurn\n377\t     +\n378\tDeterministic system ordering\n379\t          ↓\n380\t     RandomStream
    \n381\t

    For example:

    \n382\t
    RandomStream rng = simulation.GetRandomStream(\n383\t    SystemId.ResourceAllocation,\n384\t    turn);
    \n385\t

    Then replaying:

    \n386\t
    Seed 12345\n387\tTurn 47\n388\tSame state\n389\tSame system order\n390\tSame commands\n391\t        ↓\n392\tSame result
    \n393\t
    \n394\t

    12. Debug/replay layer

    \n395\t

    I'd treat this as a first-class system rather than something bolted on later.

    \n396\t
    Simulation\n397\t    │\n398\t    ├── State\n399\t    ├── Input Commands\n400\t    ├── Random Seed\n401\t    ├── System Execution\n402\t    └── Deltas\n403\t             │\n404\t             ▼\n405\t       Simulation Log
    \n406\t

    A debug record might contain:

    \n407\t
    Turn: 47\n408\t\n409\tSystem: ProductionSystem\n410\tEntity: City_12\n411\t\n412\tRead:\n413\t    Pollution = 14\n414\t    FarmCount = 3\n415\t    Technology = Irrigation\n416\t\n417\tGenerated:\n418\t    Food +23
    \n419\t

    Then you can answer:

    \n420\t
    \n421\t

    \"Why did this city produce 23 food?\"

    \n422\t
    \n423\t

    without stepping through 500 systems manually.

    \n424\t
    \n425\t

    13. Unity presentation

    \n426\t

    The Unity side should mostly observe the simulation.

    \n427\t
    GameState / Simulation Events\n428\t            │\n429\t            ▼\n430\t      SimulationRenderer\n431\t            │\n432\t       ┌────┼────┐\n433\t       ▼    ▼    ▼\n434\t      UI   VFX  Units\n435\t       │         │\n436\t       └────┬────┘\n437\t            ▼\n438\t         Audio
    \n439\t

    The simulation shouldn't care whether the result is represented by:

    \n440\t
      \n441\t
    • \n442\tan animation\n443\t
    • \n444\t
    • \n445\ta particle effect\n446\t
    • \n447\t
    • \n448\ta UI number\n449\t
    • \n450\t
    • \n451\ta sound\n452\t
    • \n453\t
    • \n454\tnothing at all\n455\t
    • \n456\t
    \n457\t

    For example:

    \n458\t
    ProductionSystem\n459\t      ↓\n460\tFood +23\n461\t      ↓\n462\tGameState mutation\n463\t      ↓\n464\tSimulationEvent\n465\t      ↓\n466\t\"City produced 23 food\"\n467\t      ↓\n468\tUnity\n469\t      ↓\n470\tFood counter animates 120 → 143
    \n471\t
    \n472\t

    14. Player input

    \n473\t

    Likewise, input goes into the simulation rather than directly modifying it.

    \n474\t
    Player clicks \"Build Farm\"\n475\t          ↓\n476\tPlayerController\n477\t          ↓\n478\tBuildFarmCommand\n479\t          ↓\n480\tSimulation command queue\n481\t          ↓\n482\tBuildSystem\n483\t          ↓\n484\tValidation\n485\t          ↓\n486\tState mutation / rejection\n487\t          ↓\n488\tSimulationEvent\n489\t          ↓\n490\tUI feedback
    \n491\t

    So Unity never becomes the authority on whether a farm actually exists.

    \n492\t
    \n493\t

    15. Putting the whole thing together

    \n494\t

    The architecture you were describing essentially becomes:

    \n495\t
                             UNITY\n496\t                           │\n497\t              ┌────────────┴────────────┐\n498\t              │                         │\n499\t          Player Input              Rendering\n500\t              │                         ▲\n501\t              ▼                         │\n502\t       Simulation Commands        Simulation Events\n503\t              │                         ▲\n504\t              └──────────┬──────────────┘\n505\t                         │\n506\t                         ▼\n507\t              ┌─────────────────────┐\n508\t              │  SimulationManager  │\n509\t              └──────────┬──────────┘\n510\t                         │\n511\t                    Phase Manager\n512\t                         │\n513\t       ┌─────────────────┼─────────────────┐\n514\t       ▼                 ▼                 ▼\n515\t   PreTurn          PlayerTurn          PostTurn\n516\t       │                 │                 │\n517\t       │                 │          ┌──────┴────────┐\n518\t       │                 │          ▼               ▼\n519\t       │                 │   Production       Consumption\n520\t       │                 │          │               │\n521\t       │                 │          ▼               ▼\n522\t       │                 │      Allocation      Effects\n523\t       │                 │          │               │\n524\t       │                 │          └──────┬────────┘\n525\t       │                 │                 ▼\n526\t       │                 │          Win Conditions\n527\t       │                 │\n528\t       └─────────────────┴─────────────────┘\n529\t                         │\n530\t                         ▼\n531\t                     GameState\n532\t                         │\n533\t             ┌───────────┼───────────┐\n534\t             ▼           ▼           ▼\n535\t          Entities    Resources   Spatial Fields\n536\t             │           │           │\n537\t             └───────────┴───────────┘\n538\t                         │\n539\t                         ▼\n540\t                   Delta / Event Log\n541\t                         │\n542\t                         ▼\n543\t                  Debug / Replay
    \n544\t

    The key architectural rules

    \n545\t

    If I were turning this into a real project, I'd put these rules in the team's architecture document:

    \n546\t
      \n547\t
    1. \n548\tSimulation state is authoritative.\n549\t
    2. \n550\t
    3. \n551\tUnity objects are presentation/input, not simulation truth.\n552\t
    4. \n553\t
    5. \n554\tSimulationManager orchestrates; systems implement rules.\n555\t
    6. \n556\t
    7. \n557\tSystems have narrow responsibilities.\n558\t
    8. \n559\t
    9. ", + "toolId": "toolu_012BmhPUpPRYZexmKxa6KvJ9" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\actions\\creating-pages\\index.page" + }, + "toolId": "toolu_011qcuqpEJD62HC6Scc4vkjx" + }, + { + "type": "tool_result", + "name": "toolu_011qcuqpEJD62HC6Scc4vkjx", + "result": "1\t\n2\t\n3\t \n4\t Creating Pages — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Creating Pages

      \n15\t
      \n16\t\n17\t

      Steps

      1. Copy actions/creating-pages/template.page to the target location inside the workspace.

      2. Rename the file to reflect its content (e.g. auth-update.page, data-model.page).

      3. Open the file in the page editor. Update the h1 title. Replace the placeholder block content with the real content.

      4. Save. Link to the new page from the relevant index (history, outline, guides, etc.).
      \n18\t

      Page Conventions

      Use h1 for the page title — one per page, at the top.
      Use h2 for section headings inside blocks.
      Use h3 for sub-headings within a section.

      Do not use headings as links. Headings styled as links are visually confusing — the heading colour already implies hierarchy, and the underline or hover state clashes with it. Put links in body text instead, as a \"read it here\" sentence or an inline reference.

      Use marked-text for highlights. Use strong or b for bold emphasis. Use a for links in body text only.
      \n19\t
      \n20\t
      \n21\t\n22\t\n23\t\n24\t\n25\t", + "toolId": "toolu_011qcuqpEJD62HC6Scc4vkjx" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\guides\\using-workspaces\\index.page" + }, + "toolId": "toolu_01LTkA8VPbYUMWCES2MA8A8a" + }, + { + "type": "tool_result", + "name": "toolu_01LTkA8VPbYUMWCES2MA8A8a", + "result": "1\t\n2\t\n3\t \n4\t Using Workspaces — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Using Workspaces

      \n15\t
      \n16\t\n17\t

      What the Workspace Is

      The workspace folder is the project's memory system, with information, that can be accessed on demand. It has three purposes:

      1. Project definition

       A human-readable record of what the project is, what exists, and where it is going. The source of truth about scope and goals.

      2. Agent memory

      The context, rules, and conventions that agents read before doing any work. An agent that reads the workspace can usually start because the bigger context should be clear.

      3. Usage documentation

      The outline, boards, guides and actions explaini how to work with this project and its tools.


      The workspace describes the features and their reason and understanding. Code shows what was built. The workspace explains what it is, why it exists, and how to work with it.
      \n18\t

      What Goes Where

      index.page

      Entry point for agents and humans: Project name, a two-sentence description, links to everything else.

      outline  
      Big picture. Scope, goals, what exists now, key technical decisions, what is next. 

      boards
      Active work. Organized in kan-ban boards: To-Dos, backlog, bugs.

      guides 
      Rules. Agents must follow guides, they define the workflow, conventions and expectations.

      actions
      Named repeatable procedures. Detailed step-by-step processes for reoccuring agent tasks.

      history
      Session log. What happened each session, what was decided, and why. Usually at the end of every working session.

      reference
      Code doc. For complicated or/and often used code. 

      \n19\t
      \n20\t\n21\t

      The Memory Rule

      Anything a future agent needs to understand or know about the project belongs in the workspace.

      Decisions and their reasons belong in the history. Rules and constraints belong in the guides. Current tasks belong in the boards. The big picture belongs in outline. For complex or unusual code Implementations, details can be in the reference. 

      Agents should after a task think about, whether there was unusal information coming up, which would be helpfull for a next session.
      \n22\t

      Keeping It Current

      The workspace is most useful when it is up to date. An outdated outline misleads agents. An empty task board means lost context. A history with no recent entries means nobody knows where things were left.

      Besides, actions, which users can execute to keep organized, agents should actively help keeping things update to date. That usually means to create proposals what should be udpated.

      \n23\t
      \n24\t
      \n25\t\n26\t\n27\t\n28\t\n29\t", + "toolId": "toolu_01LTkA8VPbYUMWCES2MA8A8a" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\guides\\Writing-C#\\index.page" + }, + "toolId": "toolu_01J6pbhWMbXshS4CMkJueS5K" + }, + { + "type": "tool_result", + "name": "toolu_01J6pbhWMbXshS4CMkJueS5K", + "result": "1\t\n2\t\n3\t \n4\t Writing-C#\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Writing C#

      \n15\t
      \n16\t\n17\t BRACKETS ON NEW LINE
      \n18\t All brackets should be placed on a new line and not at the same line. 

      CAMELCASE
      \n19\t The default is in lowercase and camelcase. Only the following start with an uppercase:\n20\t class names, const/static/readonly members and only in C#: methods.

      TABS ARE TWO SPACES
      \n21\t Never use real hard tabs use always soft tabs with two spaces. 

      SPACE FOR OPERATORS & BRACKETS
      \n22\t All operators should have spaces, brackets after openers and before closers. 

      NO PARAMETRIC CONSTRUCTORS
      \n23\t Don't create constructors that hide the no-parameters constructor. Use static functions with meaningful names\n24\t for instance creation. In most languages the best way is to not define any constructors. 

      EARLY EXIT
      \n25\t Avoid nesting conditional statements and return/continue/break early when possible. 

      SHORT FUNCTIONS
      \n26\t Avoid deep and long functions with lots of instructions and inline documentation. \n27\t Just put a logical block into a function and give it a meaningful name. 

                   
      \n28\t
      NO PRIVATE
      Don't make anything private - only protected. Don't use setters/getters that don't do anything. Everything can be public. Only stuff that really needs to be or will change in the future should be protected, most likely the following rule is better.

      UNDERSCORE PREFIX MEMBERS
      Rather use public members with an underscore prefix, when things are mainly used internally, or could change or are hard to understand. Underscores mean: \"Please check/ask the doc/contributors for this variable or don't use it when you are not certain\" 

      AUTOMATIC TYPES
      Use auto in C++ or var in C# when possible. 

      NON-NULLABLE CLASSES ARE EVIL
      Don't use non-nullable classes whenever possible. There was a reason null was invented 2000 years ago ;) 

      LEFT-HAND CONST IN COMPARISON
      In comparisons, a const value should be on the left, the variable on the right. The only exceptions are null/undefined checks, they should always be right. 

      AVOID SWITCH
      Try to use if- and else-if-branches instead of switch.

      INITIALIZE
      Try to give all members initial values.
      \n29\t
      \n30\tpublic class MyClass\n31\t{\n32\t [Export]\n33\t public string name = \"\";\n34\t\n35\t [Export]\n36\t public int value = 0;\n37\t\n38\t public List<string> data = [];\n39\t\n40\t public static MyClass Create( string name, int number = 1 )\n41\t {\n42\t var mc = new MyClass();\n43\t mc.name = name;\n44\t mc.value = value; \n45\t\n46\t return mc;\n47\t }\n48\t\n49\t\n50\t public void doStuff( string command )\n51\t {\n52\t if ( command == null )\n53\t {\n54\t return;\n55\t }\n56\t\n57\t if ( \"set\" == command )\n58\t {\n59\t value = 1;\n60\t }\n61\t else if ( \"set:3\" == command )\n62\t {\n63\t value = 3;\n64\t }\n65\t else if ( \"data:4:x\" == command )\n66\t {\n67\t data[ 4 ] = \"x\";\n68\t }\n69\t\n70\t }\n71\t}\n72\t\n73\t\n74\t
      \n75\t\n76\t\n77\t\n78\t\n79\t", + "toolId": "toolu_01J6pbhWMbXshS4CMkJueS5K" + }, + { + "type": "text", + "text": "Good context now - I've read the full tech page (all 15 sections of the simulation brainstorm) and found the native code-block markup other pages use (`...`, as seen in `guides/Writing-C#/index.page`). Here's my plan before touching anything.\n\n**Feedback on your points**\n- Makes sense on the placeholder - I'll just drop that trailing block entirely rather than \"cleaning\" it, since it has no real content.\n- On scope: the simulation brainstorm covers 15 sections (SimulationManager, Phases, Systems, GameState, Resources, Production, Spatial Fields, Deltas, Resource Contention/Allocation policies, Randomness, Debug/Replay log, Unity presentation, Player input, a full end-to-end diagram, and a 9-rule list). Distilled to essence, I count about 7 real classes/concepts worth keeping: `SimulationManager`, `Systems` (as a category, e.g. Production/Allocation/Consumption), `GameState`, `Resources`, `Deltas` (the mutation boundary), `SpatialField`, and the Unity input/output boundary. I'd fold determinism (seeded RandomStream) in as a one-liner under Deltas rather than its own class, and drop Resource Contention's `IAllocationPolicy` interface and the full Debug/Replay log design - those are implementation detail, not architecture, and can come back later if actually needed.\n- One thing I can't resolve myself: the Game State Management section has a dangling fragment - \"There will be also lis\" - cut off mid-sentence, plus \"It can also serialize them.\" Do you know what that was meant to say (lists of variables? serialization to save files?), or should I just drop the fragment?\n\n**Layout plan**\nLeave the existing top blocks (Project Organization, Scene Organization, Tech Areas, Writing Code) untouched - not in scope. Replace everything from \"Game State Management\" down to the \"Right Column\" placeholder with three normalized sections, each its own `two--columns--block`, code pulled into `code--block`/`code--area` elements instead of inline prose:\n\n1. **Game State Management** - one block. Left: what `GameStateManager` does and how `GameStateVariable`/`GameStateNumberVariable`/`GameStateBoolVariable` relate. Right: the class sketch as a code block. (Already short - light cleanup only.)\n2. **Dialog Management** - one block. Left: the `DialogBlock` family (`DialogLine`, `PlayerChoice`, `DialogBranch`, `DialogList`, `ReturnBlock`, `CommentBlock`) with the hierarchy as a code block. Right: `GameStateCondition`/`GameStateAction` plus the block-evaluation flow, also as a code block.\n3. **Simulation Management** - split across three balanced blocks so it doesn't turn into one wall of text:\n - Loop: `SimulationManager` (phases, `ExecuteTurn`) | `Systems` (narrow read/write responsibility, one example)\n - State: `GameState` (config vs. runtime split) | `Resources` + `Deltas` (definition vs. quantity, mutation boundary)\n - Boundary: `SpatialField` (query instead of explicit links) + determinism note | Unity boundary (input → commands → simulation → events → renderer), plus a short 4-5 bullet \"principles\" list replacing the current 9-item list.\n\nAll GPT export cruft (the `code-block-viewer`/`cm-editor`/wrapper divs) gets stripped; ASCII diagrams get preserved but trimmed to just the ones that earn their space (loop diagram, delta flow, Unity boundary diagram).\n\nSound right, or do you want the Simulation section condensed into fewer than three blocks?" + } + ], + "tokenTotal": 4294 + }, + { + "role": "user", + "timestamp": 1790363445037, + "text": "I've update the interrupted sentence and saved it to the document:\nIt should be used to set and get the values of the game state. There will be also listeners using EventSlots, which can be used by others. \nIt can also serialize the properties and deserialize them (json)\n\n\nThe plan looks solid, let's do it" + }, + { + "role": "assistant", + "timestamp": 1790363555749, + "events": [ + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page", + "offset": 1, + "limit": 30 + }, + "toolId": "toolu_01QqkZKGGPoi6fcTaGssaRSs" + }, + { + "type": "tool_result", + "name": "toolu_01QqkZKGGPoi6fcTaGssaRSs", + "result": "1\t\n2\t\n3\t \n4\t New Page\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t \n14\t

      Tech Outline

      \n15\t
      \n16\t\n17\t
      \n18\t
      \n19\t

      Project Organization

      Code goes into Assets/Scripts.

      The main scene is found at: Assets/Main

      Unity Settings are in: Assets/Settings

      UI will land in: Assets/UI
      \n20\t

      Scene Organization

      There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

      Only the levels would be loaded additionally in the scene. 

      In the demo there's no need to load different levels.
      \n21\t
      \n22\t

      Tech Areas

      The prototype should contain the following sections:


      - GameState Management
      - Dialog Management
      - Simulation Management


      Writing Managers/Singletons

      Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
      One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
      It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




      \n23\t

      Writing Code

      There are two types of code that can be written and the differ in the way of the usage.

      Library Code

      Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
      Assets/Scripts/Rokojori

      Project Code

      Code that is related generic goes here, it can be found here:
      Assets/Scripts/Project


      \n24\t
      \n25\t

      GameState Management


      class GameStateManager:MonoBehaviour
      - Contains GameStateVariables as a list. 
      - OnReady:
       Creates for each variable a value pair in a dictionary for each type

      - double GetValue( GameStateNumberVariable var )
      - bool GetValue( GameStateNumberVariable var )

      ----------------

       abstract class GameStateVariable:ScriptableObject
      - name:string

       class GameStateNumberVariable:GameStateVariable
      - get initialValue:double

       GameStateBoolVariable:GameStateVariable
      - get inititialValue:bool

       
      It should be used to set and get the values of the game state. 
      There will be also listeners using EventSlots, which can be used by others.  

      It can also serialize the properties and deseriazle them (json)

      \n26\t

      Dialogue System Architecture

      The dialogue system is built around composable DialogBlock ScriptableObjects. Each block represents one piece of narrative logic, and the dialogue runtime evaluates blocks sequentially while allowing branches and reusable sub-dialogues.

      Core Architecture

      DialogBlock\n27\t├── DialogLine\n28\t├── PlayerChoice\n29\t├── DialogBranch\n30\t├── DialogList",
      +        "toolId": "toolu_01QqkZKGGPoi6fcTaGssaRSs"
      +      },
      +      {
      +        "type": "tool_call",
      +        "name": "mcp__roject__list_files",
      +        "args": {
      +          "path": "Assets/Scripts/Rokojori/Events"
      +        },
      +        "toolId": "toolu_01Cf7i4swKwo9fi72bY2ctwh"
      +      },
      +      {
      +        "type": "tool_result",
      +        "name": "toolu_01Cf7i4swKwo9fi72bY2ctwh",
      +        "result": "[{\"name\":\"EventProperty.cs\",\"type\":\"file\"},{\"name\":\"EventProperty.cs.meta\",\"type\":\"file\"},{\"name\":\"EventSlot.cs\",\"type\":\"file\"},{\"name\":\"EventSlot.cs.meta\",\"type\":\"file\"},{\"name\":\"Null.cs\",\"type\":\"file\"},{\"name\":\"Null.cs.meta\",\"type\":\"file\"}]",
      +        "toolId": "toolu_01Cf7i4swKwo9fi72bY2ctwh"
      +      },
      +      {
      +        "type": "tool_call",
      +        "name": "Write",
      +        "args": {
      +          "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page",
      +          "content": "\n\n  \n  New Page\n  \n\n\n\n\n\n  \n    

      Tech Outline

      \n
      \n\n
      \n
      \n

      Project Organization

      Code goes into Assets/Scripts.

      The main scene is found at: Assets/Main

      Unity Settings are in: Assets/Settings

      UI will land in: Assets/UI
      \n

      Scene Organization

      There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

      Only the levels would be loaded additionally in the scene. 

      In the demo there's no need to load different levels.
      \n
      \n

      Tech Areas

      The prototype should contain the following sections:


      - GameState Management
      - Dialog Management
      - Simulation Management


      Writing Managers/Singletons

      Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
      One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
      It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




      \n

      Writing Code

      There are two types of code that can be written and the differ in the way of the usage.

      Library Code

      Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
      Assets/Scripts/Rokojori

      Project Code

      Code that is related generic goes here, it can be found here:
      Assets/Scripts/Project


      \n
      \n

      Game State Management

      GameStateManager holds a list of GameStateVariables and builds a lookup dictionary per type on ready.

      Reading a value goes through typed getters (GetValue( GameStateNumberVariable ), GetValue( GameStateBoolVariable )), so callers never touch the raw dictionaries.

      Changes are broadcast through EventSlots (Assets/Scripts/Rokojori/Events/EventSlot.cs), so other systems - dialog, UI - can react without polling.

      The full set of variables can be serialized to and deserialized from JSON, for save/load.
      \n \npublic class GameStateManager : MonoBehaviour\n{\n public List<GameStateVariable> variables;\n\n void OnReady()\n {\n // build a per-type value dictionary\n }\n\n public double GetValue( GameStateNumberVariable var ) { }\n public bool GetValue( GameStateBoolVariable var ) { }\n\n public string ToJson() { }\n public void FromJson( string json ) { }\n}\n\npublic abstract class GameStateVariable : ScriptableObject\n{\n public string name;\n}\n\npublic class GameStateNumberVariable : GameStateVariable\n{\n public double initialValue;\n public EventSlot<double> onChanged;\n}\n\npublic class GameStateBoolVariable : GameStateVariable\n{\n public bool initialValue;\n public EventSlot<bool> onChanged;\n}\n\n\n
      \n

      Dialog Management

      Built around composable DialogBlock ScriptableObjects. Each block is one piece of narrative logic; the runtime evaluates blocks in sequence while allowing branches and reusable sub-dialogues.

      Core Blocks

      \nDialogBlock\n├── DialogLine // Locale, Speaker\n├── PlayerChoice // ChoiceLine, Options[]\n├── DialogBranch // Condition, Branch -> DialogBlock\n├── DialogList // Blocks[], itself a DialogBlock\n├── ReturnBlock // ends the sequence\n└── CommentBlock // editor-only, no gameplay effect\n\n

      DialogLine pairs a localized Locale with a Speaker; presentation (portrait, voice, animation) is handled separately.
      PlayerChoice options can each run one or more GameStateActions, which can affect later branching.
      DialogBranch evaluates a GameStateCondition and redirects flow to another block.
      \n

      Conditions & Actions

      Game-state reads/writes stay out of DialogBlock and live in two small hierarchies, so dialogue logic stays independent of how state is implemented:
      \nGameStateCondition\n├── CompareInt\n├── HasObject\n└── ListCondition // All / AtLeastOne / None\n\nGameStateAction\n├── SetProperty\n├── ModifyProperty\n└── ActionList\n\n

      Flow per block: present content → evaluate conditions → execute actions → continue or branch.

      This keeps the dialogue graph data-driven - conversations can be built without writing code.
      \n
      \n

      Simulation Management

      SimulationManager

      The conductor, not where game rules live. Orchestrates phases each turn; systems do the actual work.
      \npublic class SimulationManager\n{\n public GameState State { get; }\n\n public void ExecuteTurn()\n {\n ExecutePhase( Phase.PreTurn );\n ExecutePhase( Phase.PlayerTurn );\n ExecutePhase( Phase.PostTurn );\n }\n}\n\n
      \n

      Systems

      Each system does one conceptual job: reads a fixed slice of state, writes deltas. Example:
      \nProductionSystem\n reads: City, Factory, Technology, PollutionField\n writes: ProductionDeltas\n\n

      Systems run in a deterministic, explicit order per phase - e.g. Production → Allocation → Consumption → Effects → WinConditions in PostTurn.
      \n
      \n

      GameState

      The authoritative runtime state.
      \npublic class GameState\n{\n public int Turn;\n public EntityState[] Entities;\n public ResourceState Resources;\n public TechnologyState Technologies;\n public EffectState Effects;\n public SpatialState Spatial;\n}\n\n

      Split: Configuration (ResourceDefinition, FactoryDefinition, TechnologyDefinition - ScriptableObjects, mostly static) vs. Runtime State (current quantities, ownership, turn number - what changes and gets saved).
      \n

      Resources & Deltas

      NumericResource definitions (Food, Iron, Gold, ...) describe what a resource is; runtime values (Food = 120) describe how much currently exists.

      Systems never mutate state directly - they produce a delta, which a mutation step applies. That keeps every change traceable:
      \nSystem -> Delta -> State Mutation -> GameState changed\n\nResourceDelta { Entity, Resource, Amount, Source }\n\n
      \n
      \n

      Spatial Fields & Determinism

      Instead of wiring explicit relationships between every entity (City -> Factory -> PollutionRelationship -> Plant), systems write into and query a shared spatial field:
      \nProductionSystem ─┐\nHealthSystem ─────┼──> PollutionField\nMilitarySystem ───┘\n\nfloat p = pollutionField.GetValue( city.Position );\n\n

      Randomness is seeded per system and turn (simulation.GetRandomStream( SystemId, turn )), so a given seed and command history always replays to the same result.
      \n

      Unity Boundary

      Unity is presentation and input only - never the source of truth.
      \nPlayer Input -> Command -> Simulation -> Event -> Renderer -> UI / VFX / Audio\n\n

      Principles:
      - Simulation state is authoritative.
      - SimulationManager orchestrates; systems implement rules.
      - Systems have narrow responsibilities.
      - State mutations only happen through deltas.
      - Static definitions stay separate from runtime state.
      \n
      \n\n\n\n\n\n" + }, + "toolId": "toolu_01NsGZQs2MLw3rsvaJ2DrBMe" + }, + { + "type": "tool_result", + "name": "toolu_01NsGZQs2MLw3rsvaJ2DrBMe", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01NsGZQs2MLw3rsvaJ2DrBMe" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\actions\\update-history\\index.page" + }, + "toolId": "toolu_01MXPx21dhkWXayZB1snUBTy" + }, + { + "type": "tool_result", + "name": "toolu_01MXPx21dhkWXayZB1snUBTy", + "result": "1\t\n2\t\n3\t \n4\t Update History — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Update History

      \n15\t
      \n16\t\n17\t

      When to Run

      At the end of every working session, before closing. This is not optional — a missing history entry means lost context for the next session.

      Where to Put It

      Add a new entry at the top of history/index.page.

      For long or complex sessions, create a dedicated .page file inside a dated folder (e.g. history/2026/08-August/04-Tuesday/session-name.page) and link to it from the index.
      \n18\t

      What to Write

      What was built or changed — be specific about systems, files, and behaviours. Name the things that changed.

      Decisions made and why — include the reasoning behind choices. This is the most valuable part. Future agents will use it to avoid undoing deliberate decisions.

      Anything surprising or non-obvious — constraints discovered, bugs encountered, workarounds applied. If it surprised you, it will surprise the next reader too.

      What was not done and why — if something was considered and deliberately skipped, note it. Prevents the same ground being covered again.

      What to Skip

      Do not copy code into history entries — reference files instead. Do not repeat what is already obvious from the code. Do not write step-by-step procedures — those belong in guides.
      \n19\t
      \n20\t
      \n21\t\n22\t\n23\t\n24\t\n25\t", + "toolId": "toolu_01MXPx21dhkWXayZB1snUBTy" + }, + { + "type": "text", + "text": "Done. `workspace/outline/tech/index.page` is rewritten:\n\n- Kept Project Organization, Scene Organization, Tech Areas, Writing Code blocks untouched.\n- **Game State Management**: kept short as-is in spirit, now includes your EventSlot-listener and JSON serialize/deserialize additions, with a compact class-sketch code block (`GameStateManager`, `GameStateVariable`, `GameStateNumberVariable`, `GameStateBoolVariable`).\n- **Dialog Management**: `DialogBlock` family and `GameStateCondition`/`GameStateAction` hierarchies, kept as two balanced columns with diagrams moved into `code--block` elements.\n- **Simulation Management**: distilled to `SimulationManager`, `Systems`, `GameState`, `Resources`/`Deltas`, `SpatialField`, and the Unity input/output boundary, across three balanced two-column blocks - about 7 classes/concepts total, all the GPT export markup and the deeper implementation detail (allocation policies, debug/replay log design, the 15-section walkthrough) removed.\n- Dropped the leftover \"Right Column / Something on the right\" placeholder block.\n\nTwo things worth a decision from you, not something I'll do unprompted:\n- The `boards/tasks.page` \"Get Initial Picture\" task is still marked In Progress and only describes giving feedback - the tech-page rewrite grew past that. Want me to update the task description, mark it done, or leave the board as-is for now?\n- Per the workflow guide, a history entry belongs at the end of the session, not mid-session - so I haven't touched `history/index.page` yet. Let me know when you want to wrap up and I'll write it." + } + ], + "tokenTotal": 9615 + }, + { + "role": "user", + "timestamp": 1790364585861, + "text": "This is way to short and the elements are not combined. Dialog Mananer and Simulation Manager would both use the GameStateManger.\n\nIt's also not clear how the Dialog Manager actually works regarding to the execution and that it's basically having a pointer that advances but can be changed with the branches.\n\nThe Simulation Manager misses a lot of parts.\nFirst it woudl define 5 lists of phases: intro, preTurn, playerTurn, postTurn, outro.\n\nEach of these phases are ScriptableObjects, that manipulate things. Each phase is executed async.\n\nThe SimulationManager basically starts with the intro phases, which can also modify game states (like the number of players).\nAfter that the game loop runs, where for each turn:\n- preTurn\n- for each player: playerTurn\n-postTurn \n\nUsually on off the phases can determine that the game is finished which would move it to the outro phases immediatiely.\n\nSome phases could be like SimulateWorld, where the simulations that you described later would happen, but some of the phases are ShowTurnStartConditions, maybe an initial start state for the round (like throwing a dice for events, like resource updates)\n\nIn general the simulation manager would work together with the SimulationRenderer. \nWhen a phase is executed, it can create commands for the SimulationRenderer. The renderer takes those and executes them and reports back when it's finished so that the SimulationManager can continue with the next phase.\n\nDoes this make sense? Do you have a better picture now?" + }, + { + "role": "assistant", + "timestamp": 1790364637966, + "events": [ + { + "type": "text", + "text": "Yes - clearer picture now. Let me reflect it back before touching the page again, since I'd rather check than rewrite a third time.\n\n**Shared foundation**: `GameStateManager` isn't a third parallel system - it's the shared data layer underneath the other two. Dialog Manager reads/writes it through `GameStateCondition`/`GameStateAction`, Simulation Manager reads/writes it from inside phases (e.g. Intro sets player count, SimulateWorld updates resources). Both docs should point at it explicitly instead of describing it in isolation.\n\n**Dialog Manager execution model**: there's a runtime cursor/pointer sitting on the current `DialogBlock`. Default behavior is \"finish this block, advance pointer to the next block in sequence.\" A `DialogBranch` or a chosen `PlayerChoice` option can redirect that pointer to an arbitrary block instead of the default next - so it's a graph with a single moving cursor, not a static tree walked top-down. I'll make that explicit instead of just listing the block types.\n\n**Simulation Manager**, the bigger rework:\n- `GamePhase` is a `ScriptableObject`, executed asynchronously - the manager awaits one phase before starting the next.\n- Five ordered phase lists: `Intro`, `PreTurn`, `PlayerTurn`, `PostTurn`, `Outro`.\n- Loop: run `Intro` once (can set up state, e.g. player count) → then repeat: `PreTurn` → `PlayerTurn` for each player → `PostTurn` → until some phase flags the game as finished, which cuts the loop short and jumps straight to `Outro`.\n- Phases are the actual content slots - e.g. `ShowTurnStartConditions` (roll dice, seed round events, apply resource ticks) or `SimulateWorld` (this is where the production/allocation/etc. systems I wrote earlier actually live - as steps inside this one phase, not as their own top-level architecture).\n- `SimulationManager` ↔ `SimulationRenderer`: a phase can emit commands to the renderer; the renderer executes them (animations, UI, whatever) and reports back \"done\"; only then does the manager move to the next phase. That's the actual async boundary - not general concurrency.\n\nOne thing I need from you before rewriting: does Dialog Manager run **as** a phase (e.g. a `PlayerTurn` phase triggers a dialog exchange, waits for it to finish, then continues), or does it operate independently of the turn loop entirely? That decides whether I draw it as something the Simulation Manager invokes, or as a sibling system that only shares `GameStateManager`.\n\n**Revised plan for the page**, pending your answer above:\n- `Game State Manager` block: mostly as-is, but framed as \"used by both of the below.\"\n- `Dialog Manager` block: add the cursor/advance/redirect execution model, keep the block-type hierarchy, keep it pointing at `GameStateManager` for conditions/actions.\n- `Simulation Manager`: rewritten around `GamePhase`, the five phase lists, the turn loop (with early-exit to `Outro`), and the `SimulationManager`/`SimulationRenderer` command-and-callback handshake. The old Systems/Resources/Deltas/SpatialField content collapses down into a short \"what a phase like SimulateWorld does internally\" note rather than being its own top-level sections - that was the over-detail you flagged." + } + ], + "tokenTotal": 11539 + }, + { + "role": "user", + "timestamp": 1790365066446, + "text": "This was a good brain storm. You are right with the dialog manager. Think of it as phase type. Where it starts with a given block (mainly a list) and then finishes the phase. This could be used for things like:\nLine: Want to buy stuff?\nChoice: A) Attacker B) Defenders C) None\n\nThe actuall resolvement will be smarter with bigger dialogs of course, where game state can be checked to give a different dialog, like you have this points and city a is dead, here's city b's boss. etc\n\nPut it all together, when you have no questions" + }, + { + "role": "assistant", + "timestamp": 1790365166074, + "events": [ + { + "type": "tool_call", + "name": "ToolSearch", + "args": { + "query": "select:mcp__roject__get_text_content,mcp__roject__write_text_content", + "max_results": 5 + }, + "toolId": "toolu_01B7TZEoGWp6yoek5DA1Ct6u" + }, + { + "type": "tool_result", + "name": "toolu_01B7TZEoGWp6yoek5DA1Ct6u", + "result": "", + "toolId": "toolu_01B7TZEoGWp6yoek5DA1Ct6u" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page", + "content": "\n\n \n New Page\n \n\n\n\n\n\n \n

      Tech Outline

      \n
      \n\n
      \n
      \n

      Project Organization

      Code goes into Assets/Scripts.

      The main scene is found at: Assets/Main

      Unity Settings are in: Assets/Settings

      UI will land in: Assets/UI
      \n

      Scene Organization

      There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

      Only the levels would be loaded additionally in the scene. 

      In the demo there's no need to load different levels.
      \n
      \n

      Tech Areas

      The prototype should contain the following sections:


      - GameState Management
      - Dialog Management
      - Simulation Management


      Writing Managers/Singletons

      Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
      One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
      It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




      \n

      Writing Code

      There are two types of code that can be written and the differ in the way of the usage.

      Library Code

      Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
      Assets/Scripts/Rokojori

      Project Code

      Code that is related generic goes here, it can be found here:
      Assets/Scripts/Project


      \n
      \n

      Game State Manager

      Shared state layer underneath both the Simulation Manager and the Dialog Manager - both read and write through it, nothing owns its own copy of game data.

      GameStateManager holds a list of GameStateVariables and builds a lookup dictionary per type on ready.

      Reading a value goes through typed getters (GetValue( GameStateNumberVariable ), GetValue( GameStateBoolVariable )), so callers never touch the raw dictionaries.

      Changes are broadcast through EventSlots (Assets/Scripts/Rokojori/Events/EventSlot.cs), so phases and dialog conditions can react without polling. The full set of variables can be serialized to and deserialized from JSON, for save/load.
      \n \npublic class GameStateManager : MonoBehaviour\n{\n public List<GameStateVariable> variables;\n\n void OnReady()\n {\n // build a per-type value dictionary\n }\n\n public double GetValue( GameStateNumberVariable var ) { }\n public bool GetValue( GameStateBoolVariable var ) { }\n\n public string ToJson() { }\n public void FromJson( string json ) { }\n}\n\npublic abstract class GameStateVariable : ScriptableObject\n{\n public string name;\n}\n\npublic class GameStateNumberVariable : GameStateVariable\n{\n public double initialValue;\n public EventSlot<double> onChanged;\n}\n\npublic class GameStateBoolVariable : GameStateVariable\n{\n public bool initialValue;\n public EventSlot<bool> onChanged;\n}\n\n\n
      \n

      How It Fits Together

      Dialog Manager isn't a separate parallel system - it's one kind of phase the Simulation Manager can run. Everything reads/writes the same GameStateManager.
      \n GameStateManager\n (shared game state)\n ▲ ▲\n │ │\n SimulationManager │\n │ │\n Intro / PreTurn / PlayerTurn / PostTurn / Outro\n │\n ┌────────────┼──────────────────┐\n ▼ ▼ ▼\n ShowTurnStart SimulateWorld DialogPhase\n Conditions (production, (cursor over\n (dice, ticks) pollution, ...) DialogBlocks)\n │ │ │\n └────────────┴─────commands─────┘\n ▼\n SimulationRenderer\n │\n done ──► next phase\n\n
      \n
      \n

      Simulation Manager

      GamePhase is the atomic unit: a ScriptableObject that runs asynchronously and can read/write GameStateManager. The manager awaits one phase before starting the next.
      \npublic abstract class GamePhase : ScriptableObject\n{\n public abstract Task Execute(\n GameState state,\n SimulationRenderer renderer );\n\n // set true from inside Execute to end the game early\n public bool gameFinished;\n}\n\n
      \n

      Phase Lists & the Turn Loop

      SimulationManager holds five ordered phase lists and runs them like this:
      \npublic List<GamePhase> intro;\npublic List<GamePhase> preTurn;\npublic List<GamePhase> playerTurn;\npublic List<GamePhase> postTurn;\npublic List<GamePhase> outro;\n\nasync Task Run()\n{\n await RunPhases( intro ); // e.g. set player count\n\n while ( ! anyPhaseFinishedGame )\n {\n await RunPhases( preTurn );\n\n foreach ( var player in players )\n await RunPhases( playerTurn );\n\n await RunPhases( postTurn );\n }\n\n await RunPhases( outro );\n}\n\n

      Any phase, in any list, can flag the game as finished. The manager checks this after each phase and jumps straight to outro, skipping whatever was left - it doesn't wait for the current list to finish.
      \n
      \n

      SimulationManager ↔ SimulationRenderer

      A phase doesn't touch Unity directly. It hands commands to the renderer and awaits completion before the manager moves on:
      \nGamePhase.Execute()\n │\n ▼\nrenderer.Enqueue( command ) // animation, UI, VFX...\n │\n ▼\nSimulationRenderer executes it\n │\n ▼\nrenderer reports done\n │\n ▼\nExecute() completes -> next phase\n\n
      \n

      Example Phases

      ShowTurnStartConditions - start of a round: roll dice for events, apply resource ticks, set up the state a turn begins with.

      SimulateWorld - where systems like ProductionSystem/AllocationSystem/PollutionSystem run: each reads a slice of state and writes deltas back through GameStateManager, optionally querying a shared spatial field (e.g. a PollutionField) instead of linking entities directly, using a seeded random stream so results are reproducible.

      DialogPhase - see Dialog Manager.
      \n
      \n

      Dialog Manager

      Dialog Manager is a phase type: DialogPhase. It starts at a given block - usually a DialogList - and finishes the phase once the dialog concludes, reporting back to the SimulationManager exactly like any other phase.
      \npublic class DialogPhase : GamePhase\n{\n public DialogBlock start; // usually a DialogList\n\n public override async Task Execute(\n GameState state, SimulationRenderer renderer )\n {\n var current = start;\n\n while ( current != null )\n {\n current = await current.Run( state, renderer );\n }\n }\n}\n\n
      \n

      Execution Model

      A cursor sits on the current block. Running a block finishes it and returns the next one. By default that's just \"the next block in sequence\" - but a PlayerChoice or DialogBranch can redirect the cursor to any other block instead, based on the option picked or a GameStateCondition.
      \nDialogLine: \"Want to buy stuff?\"\nPlayerChoice:\n A) Attacker\n B) Defenders\n C) None\n\n
      Bigger dialogs work the same way, just with conditions picking the branch - e.g. checking a player's points and whether City A is still standing to decide whether the dialog continues with City A's boss or City B's.
      \n
      \n

      Dialog Blocks

      \nDialogBlock\n├── DialogLine // Locale, Speaker\n├── PlayerChoice // ChoiceLine, Options[]\n├── DialogBranch // Condition, Branch -> DialogBlock\n├── DialogList // Blocks[], itself a DialogBlock\n├── ReturnBlock // ends the phase\n└── CommentBlock // editor-only, no gameplay effect\n\n
      DialogLine pairs a localized Locale with a Speaker; presentation (portrait, voice, animation) goes through the SimulationRenderer, same as any other phase command.
      \n

      Conditions & Actions

      Game-state reads/writes stay out of DialogBlock and live in two small hierarchies on top of GameStateManager:
      \nGameStateCondition\n├── CompareInt\n├── HasObject\n└── ListCondition // All / AtLeastOne / None\n\nGameStateAction\n├── SetProperty\n├── ModifyProperty\n└── ActionList\n\n
      This keeps the dialogue graph data-driven - conversations can be built without writing code.
      \n
      \n\n\n\n\n\n" + }, + "toolId": "toolu_01KTZRJtLh6krCCfVz41QzL6" + }, + { + "type": "tool_result", + "name": "toolu_01KTZRJtLh6krCCfVz41QzL6", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01KTZRJtLh6krCCfVz41QzL6" + }, + { + "type": "text", + "text": "I've rewritten the page. Structure now:\n\n1. **Game State Manager** - unchanged content, but framed as the shared layer underneath both other systems.\n2. **How It Fits Together** - one diagram showing `GameStateManager` at the bottom, `SimulationManager`'s phase lists on top of it, `DialogPhase` as one of several phase types feeding into `SimulationRenderer`.\n3. **Simulation Manager** - `GamePhase` base class, the five phase lists (`intro`/`preTurn`/`playerTurn`/`postTurn`/`outro`), the turn loop with early-exit to `outro`.\n4. **SimulationManager ↔ SimulationRenderer** - the command/await/done handshake, plus example phases (`ShowTurnStartConditions`, `SimulateWorld` - which is where the earlier production/pollution/spatial-field detail now lives as one sentence, not its own section) and a pointer to Dialog Manager as a third example.\n5. **Dialog Manager** - `DialogPhase : GamePhase`, starting block, and the cursor/advance/redirect execution model with your buy-stuff example and the bigger-dialog/condition-driven example.\n6. **Dialog Blocks** / **Conditions & Actions** - the block hierarchy and the condition/action hierarchy, tied back to `GameStateManager`.\n\nLet me know if this reads right, or if anything's still off before we consider the tech outline settled." + } + ], + "tokenTotal": 17343 + }, + { + "role": "user", + "timestamp": 1790365775956, + "text": "Almost. You are coupling both inside DialogPhase. You are also right to do this, because it sounded like it is only used there. But I want to be able to use it on it's own without being part of a phase in the simulation loop.\n\nI would like to have something like a DialogProcessor, which can process the dialog. The DialogManager will have the connections for setting this up UI wise, and will when a displayable block is started in the DialogProcessor change the UI - maybe just passing the block to the DialogManager and waiting for an answer (for instance in case of a choice).\n\nThe DialogPhase that you created, would than just be wrapper for a DialogProcessor.\n\nDoes it make sense? Can you follow?" + }, + { + "role": "assistant", + "timestamp": 1790365818680, + "events": [ + { + "type": "text", + "text": "Yes, that follows - it's a cleaner split:\n\n- **`DialogProcessor`** - the actual engine: holds the cursor, walks the block graph, resolves `DialogBranch`/`GameStateCondition` against `GameStateManager` on its own. It doesn't know anything about UI or the simulation loop - fully standalone. When it reaches a block that needs to be shown (a `DialogLine` or `PlayerChoice`), it calls out to a display handler and awaits a response before continuing (for a line that's just \"continue,\" for a choice it's \"which option\").\n- **`DialogManager`** - the UI-facing singleton (same pattern as your other Managers via `Unique`). It's the thing that owns the actual UI wiring and is the entry point: `DialogManager.instance.StartDialog( block )` creates a `DialogProcessor`, wires itself in as the display handler, and runs it. When the processor hands it a block, it updates the UI and - for choices - waits for the player's input before handing the answer back.\n- **`DialogPhase`** - now genuinely thin: a `GamePhase` that just calls `DialogManager.instance.StartDialog( start )`, awaits it, and completes. This is what makes dialog usable both inside the turn loop (as a phase) and completely outside it (any code can call `DialogManager.instance.StartDialog(...)` directly - a cutscene, a menu, whatever).\n\nOne thing to confirm: is `DialogManager` the right owner of \"which display handler the processor talks to,\" i.e. is `DialogManager` always the one calling `new DialogProcessor(...)` and starting it - or did you picture something able to run a `DialogProcessor` with a different display target (e.g. a headless one for tests) later? I'll assume `DialogManager` is the sole entry point for now unless you say otherwise, since that matches \"DialogManager has the connections for setting this up UI wise.\"\n\nReady to write this into the page - say the word and I'll update the Dialog Manager section (and touch up the diagram/example-phases mention of `DialogPhase` to point at this new split)." + } + ], + "tokenTotal": 18500 + }, + { + "role": "user", + "timestamp": 1790365905077, + "text": "Yes, DialogManager owns it, there will be debug options or other things to make it better testable." + }, + { + "role": "assistant", + "timestamp": 1790365997988, + "events": [ + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page", + "content": "\n\n \n New Page\n \n\n\n\n\n\n \n

      Tech Outline

      \n
      \n\n
      \n
      \n

      Project Organization

      Code goes into Assets/Scripts.

      The main scene is found at: Assets/Main

      Unity Settings are in: Assets/Settings

      UI will land in: Assets/UI
      \n

      Scene Organization

      There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

      Only the levels would be loaded additionally in the scene. 

      In the demo there's no need to load different levels.
      \n
      \n

      Tech Areas

      The prototype should contain the following sections:


      - GameState Management
      - Dialog Management
      - Simulation Management


      Writing Managers/Singletons

      Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
      One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
      It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




      \n

      Writing Code

      There are two types of code that can be written and the differ in the way of the usage.

      Library Code

      Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
      Assets/Scripts/Rokojori

      Project Code

      Code that is related generic goes here, it can be found here:
      Assets/Scripts/Project


      \n
      \n

      Game State Manager

      Shared state layer underneath both the Simulation Manager and the Dialog Manager - both read and write through it, nothing owns its own copy of game data.

      GameStateManager holds a list of GameStateVariables and builds a lookup dictionary per type on ready.

      Reading a value goes through typed getters (GetValue( GameStateNumberVariable ), GetValue( GameStateBoolVariable )), so callers never touch the raw dictionaries.

      Changes are broadcast through EventSlots (Assets/Scripts/Rokojori/Events/EventSlot.cs), so phases and dialog conditions can react without polling. The full set of variables can be serialized to and deserialized from JSON, for save/load.
      \n \npublic class GameStateManager : MonoBehaviour\n{\n public List<GameStateVariable> variables;\n\n void OnReady()\n {\n // build a per-type value dictionary\n }\n\n public double GetValue( GameStateNumberVariable var ) { }\n public bool GetValue( GameStateBoolVariable var ) { }\n\n public string ToJson() { }\n public void FromJson( string json ) { }\n}\n\npublic abstract class GameStateVariable : ScriptableObject\n{\n public string name;\n}\n\npublic class GameStateNumberVariable : GameStateVariable\n{\n public double initialValue;\n public EventSlot<double> onChanged;\n}\n\npublic class GameStateBoolVariable : GameStateVariable\n{\n public bool initialValue;\n public EventSlot<bool> onChanged;\n}\n\n\n
      \n

      How It Fits Together

      Dialog runs through DialogManager, which any code can call directly. DialogPhase is just a thin wrapper so a dialog can also be one step in the Simulation Manager's turn loop.
      \n GameStateManager\n (shared game state)\n ▲ ▲\n │ │\n SimulationManager │\n │ │\n Intro / PreTurn / PlayerTurn / PostTurn / Outro\n │\n ┌────────────┼──────────────────┐\n ▼ ▼ ▼\n ShowTurnStart SimulateWorld DialogPhase\n Conditions (production, │\n (dice, ticks) pollution, ...) DialogManager.StartDialog()\n │ │ │\n │ │ DialogProcessor\n │ │ (cursor over DialogBlocks)\n │ │ │\n └────────────┴───────commands─────┘\n ▼\n SimulationRenderer / UI\n │\n done ──► next phase\n\n DialogManager.StartDialog() can also be called directly,\n outside of any phase (menus, cutscenes, etc.)\n\n
      \n
      \n

      Simulation Manager

      GamePhase is the atomic unit: a ScriptableObject that runs asynchronously and can read/write GameStateManager. The manager awaits one phase before starting the next.
      \npublic abstract class GamePhase : ScriptableObject\n{\n public abstract Task Execute(\n GameState state,\n SimulationRenderer renderer );\n\n // set true from inside Execute to end the game early\n public bool gameFinished;\n}\n\n
      \n

      Phase Lists & the Turn Loop

      SimulationManager holds five ordered phase lists and runs them like this:
      \npublic List<GamePhase> intro;\npublic List<GamePhase> preTurn;\npublic List<GamePhase> playerTurn;\npublic List<GamePhase> postTurn;\npublic List<GamePhase> outro;\n\nasync Task Run()\n{\n await RunPhases( intro ); // e.g. set player count\n\n while ( ! anyPhaseFinishedGame )\n {\n await RunPhases( preTurn );\n\n foreach ( var player in players )\n await RunPhases( playerTurn );\n\n await RunPhases( postTurn );\n }\n\n await RunPhases( outro );\n}\n\n

      Any phase, in any list, can flag the game as finished. The manager checks this after each phase and jumps straight to outro, skipping whatever was left - it doesn't wait for the current list to finish.
      \n
      \n

      SimulationManager ↔ SimulationRenderer

      A phase doesn't touch Unity directly. It hands commands to the renderer and awaits completion before the manager moves on:
      \nGamePhase.Execute()\n │\n ▼\nrenderer.Enqueue( command ) // animation, UI, VFX...\n │\n ▼\nSimulationRenderer executes it\n │\n ▼\nrenderer reports done\n │\n ▼\nExecute() completes -> next phase\n\n
      \n

      Example Phases

      ShowTurnStartConditions - start of a round: roll dice for events, apply resource ticks, set up the state a turn begins with.

      SimulateWorld - where systems like ProductionSystem/AllocationSystem/PollutionSystem run: each reads a slice of state and writes deltas back through GameStateManager, optionally querying a shared spatial field (e.g. a PollutionField) instead of linking entities directly, using a seeded random stream so results are reproducible.

      DialogPhase - a thin GamePhase that awaits DialogManager.instance.StartDialog( start ) and completes. All the real logic lives in DialogManager/DialogProcessor below, so dialog works the same way whether or not it's running inside a phase.
      \n
      \n

      Dialog Manager

      The UI-facing singleton and the only entry point for running a dialog. Owns the actual UI wiring (text, portraits, choice buttons) and can be called directly from anywhere - not just from a DialogPhase.
      \npublic class DialogManager : MonoBehaviour, IDialogDisplay\n{\n public static DialogManager instance\n => Unique<DialogManager>.instance;\n\n public async Task StartDialog( DialogBlock start )\n {\n var processor = new DialogProcessor( this );\n await processor.Run( start );\n }\n\n // called by DialogProcessor when a block needs to be shown\n public async Task<DialogAnswer> Show( DialogBlock block )\n {\n // update UI (line/portrait, or choice buttons)\n // and wait for the player, e.g. a button click\n }\n}\n\n
      \n

      DialogProcessor

      The standalone engine. Owns the cursor, resolves branches/conditions against GameStateManager on its own, and only talks to the outside world through the IDialogDisplay it was given - it has no idea DialogManager exists.
      \npublic class DialogProcessor\n{\n IDialogDisplay display; // e.g. DialogManager\n\n public DialogProcessor( IDialogDisplay display )\n {\n this.display = display;\n }\n\n public async Task Run( DialogBlock start )\n {\n var current = start;\n\n while ( current != null )\n current = await current.Run( display );\n }\n}\n\n
      \n
      \n

      Execution Model

      Running a block finishes it and returns the next one. By default that's just \"the next block in sequence\" - but a PlayerChoice or DialogBranch can redirect the cursor to any other block instead, based on the option picked or a GameStateCondition.
      \nDialogLine: \"Want to buy stuff?\"\nPlayerChoice:\n A) Attacker\n B) Defenders\n C) None\n\n
      Bigger dialogs work the same way, just with conditions picking the branch - e.g. checking a player's points and whether City A is still standing to decide whether the dialog continues with City A's boss or City B's.
      \n

      Dialog Blocks

      \nDialogBlock\n├── DialogLine // Locale, Speaker\n├── PlayerChoice // ChoiceLine, Options[]\n├── DialogBranch // Condition, Branch -> DialogBlock\n├── DialogList // Blocks[], itself a DialogBlock\n├── ReturnBlock // ends the dialog\n└── CommentBlock // editor-only, no gameplay effect\n\n
      DialogLine pairs a localized Locale with a Speaker; presentation (portrait, voice, animation) is handled by whatever implements IDialogDisplay.
      \n
      \n

      Conditions & Actions

      Game-state reads/writes stay out of DialogBlock and live in two small hierarchies on top of GameStateManager:
      \nGameStateCondition\n├── CompareInt\n├── HasObject\n└── ListCondition // All / AtLeastOne / None\n\nGameStateAction\n├── SetProperty\n├── ModifyProperty\n└── ActionList\n\n
      This keeps the dialogue graph data-driven - conversations can be built without writing code.
      \n

      Testability

      Because DialogProcessor only depends on the IDialogDisplay interface, DialogManager isn't the only thing that can drive it.

      A debug/headless display can implement the same interface - auto-answering choices, logging the path taken - to run and check dialogs without the actual UI.
      \n
      \n\n\n\n\n\n" + }, + "toolId": "toolu_01C9g9JKSkTTs6RjYG2DVDjY" + }, + { + "type": "tool_result", + "name": "toolu_01C9g9JKSkTTs6RjYG2DVDjY", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01C9g9JKSkTTs6RjYG2DVDjY" + }, + { + "type": "text", + "text": "I introduced an unrelated typo in the font import line while rewriting the file (dropped `700` from the font weights). Let me fix that back." + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page", + "old_string": "@import url('https://styles.rokojori.com/get-font?family=Barlow&weights=100,400,900');", + "new_string": "@import url('https://styles.rokojori.com/get-font?family=Barlow&weights=100,400,700,900');" + }, + "toolId": "toolu_01FPyxSpJgQmdqdpiRuCE3x6" + }, + { + "type": "tool_result", + "name": "toolu_01FPyxSpJgQmdqdpiRuCE3x6", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\tech\\index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01FPyxSpJgQmdqdpiRuCE3x6" + }, + { + "type": "text", + "text": "Fixed. The Dialog section is now three layers:\n\n- **DialogManager** - the singleton entry point, owns UI wiring, `StartDialog(block)` creates and runs a `DialogProcessor`.\n- **DialogProcessor** - the standalone cursor engine, only depends on an `IDialogDisplay` interface, doesn't know DialogManager exists.\n- **DialogPhase** - thin `GamePhase` wrapper that just calls `DialogManager.instance.StartDialog(...)`.\n\nAdded a small **Testability** note explaining that since `DialogProcessor` only depends on `IDialogDisplay`, a debug/headless implementation can drive dialogs without real UI - covering the debug-options point without building it now. Updated the \"How It Fits Together\" diagram and the Simulation Manager's example-phases blurb to match the new chain (`DialogPhase → DialogManager → DialogProcessor`).\n\nLet me know if this settles the tech outline, or if there's more to adjust." + } + ], + "tokenTotal": 24861 + }, + { + "role": "user", + "timestamp": 1790366081821, + "text": "Please use the action \"session-hand-over\" (found at: workspace/actions/session-hand-over/index.page)." + }, + { + "role": "assistant", + "timestamp": 1790366180743, + "events": [ + { + "type": "tool_call", + "name": "ToolSearch", + "args": { + "query": "select:mcp__roject__get_text_content,mcp__roject__list_files", + "max_results": 5 + }, + "toolId": "toolu_01QPegAoWFBLKYFT3jYwzUFi" + }, + { + "type": "tool_result", + "name": "toolu_01QPegAoWFBLKYFT3jYwzUFi", + "result": "", + "toolId": "toolu_01QPegAoWFBLKYFT3jYwzUFi" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\actions\\session-hand-over\\index.page" + }, + "toolId": "toolu_01TP8bRxAbtLNASxkd5Qs8b6" + }, + { + "type": "tool_result", + "name": "toolu_01TP8bRxAbtLNASxkd5Qs8b6", + "result": "1\t\n2\t\n3\t \n4\t session-hand-over\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Session Hand Over

      \n15\t
      \n16\t\n17\t

      Outline

      A session hand over is used when a session is already quite packed (more than 40%).

      It will summarize all things that were changed in the according places, as if the action \"Update History\" (workspace/actions/update-history/index.page)
      was used, with the exception that nothing will be done git-wise, so no add/commit/push.

      Also  a task entry will be placed in \"In Progress\" in tasks.page with a title \"Session Hand-Over: Task Name/Summary\" where the actual task or its summary are used.  
      \n18\t

      Shape of Task-Entry


      Intro

      The task entry has an short intro section, saying what needs to be done (1-2 short phrases).

      History

      The task entry should also mention the history entry and create a link to that. 


      Next Steps/Phases/Tasks

      This section explains which tasks need to be done next. It can reference also other notes/pages.

      Reads

      After that it will list the pages/resources/code that new session should read before starting.

      Misc

      When needed, a section can be added that can hold more details.
      \n19\t
      \n20\t\n21\t\n22\t\n23\t\n24\t", + "toolId": "toolu_01TP8bRxAbtLNASxkd5Qs8b6" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/history/index.page" + }, + "toolId": "toolu_0112wAKLdgzv81FUz7CbeTe6" + }, + { + "type": "tool_result", + "name": "toolu_0112wAKLdgzv81FUz7CbeTe6", + "result": "\n\n \n History — Unity-Roject-Test\n \n\n\n\n\n\n\n

      History

      \n
      \n\n

      25 September 2026

      Project created.
      \n
      \n
      \n\n\n\n\n", + "toolId": "toolu_0112wAKLdgzv81FUz7CbeTe6" + }, + { + "type": "tool_call", + "name": "mcp__roject__get_text_content", + "args": { + "path": "workspace/boards/tasks.page" + }, + "toolId": "toolu_01HvNZ4P2SFDM54dcuYVFdo7" + }, + { + "type": "tool_result", + "name": "toolu_01HvNZ4P2SFDM54dcuYVFdo7", + "result": "\n\n \n Tasks — Unity-Roject-Test\n \n\n\n\n\n\n\n

      Tasks

      \n
      \n\n\n\n \n To Do\n \n \n

      Game State Management

      \n Write the  Game State manager and all the needed classes\n
      \n

      Dialog Management

      \n Write the Dialog Manager and all the needed classes. Ideally we can test it.\n
      \n \n In Progress\n \n

      Get Initial Picture

      \n Give Feeback about Project Orientation and whether more points need to be declared\n
      \n \n Done\n \n
      \n\n\n\n\n\n", + "toolId": "toolu_01HvNZ4P2SFDM54dcuYVFdo7" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\history\\index.page", + "old_string": "\n

      25 September 2026

      Project created.
      \n
      \n", + "new_string": "\n

      25 September 2026

      Project created.
      \n
      \n\n

      25 September 2026 - Tech Outline Session

      Rewrote outline/tech/index.page. It previously held roughly 92KB of copy-pasted ChatGPT export markup (wrapper divs around a 15-section simulation brainstorm) plus an unedited Roject placeholder block. Replaced with a normalized design across three tech areas: Game State Manager, Simulation Manager, Dialog Manager.

      Decisions

      GameStateManager is the single shared state layer - Simulation Manager and Dialog Manager both read/write through it instead of keeping separate state.

      Simulation Manager is built around GamePhase ScriptableObjects run asynchronously across five ordered lists (intro, preTurn, playerTurn, postTurn, outro). Any phase can flag the game finished, which jumps straight to outro. Phases only talk to Unity through SimulationRenderer (command in, \"done\" callback out). The earlier standalone systems architecture (ProductionSystem, PollutionSystem, spatial fields, deltas) was folded into one example phase, SimulateWorld, instead of being its own top-level section - it was more detail than a portfolio-sized prototype needs.

      Dialog Manager went through two passes. The first coupled dialog execution directly into DialogPhase. The user corrected this: dialog needed to work standalone, not just inside the simulation loop. Settled on three layers - DialogProcessor (standalone cursor engine, depends only on an IDialogDisplay interface, no knowledge of UI or the simulation loop), DialogManager (singleton, owns UI wiring, sole entry point via StartDialog(), implements IDialogDisplay), and DialogPhase (thin GamePhase wrapper calling DialogManager.instance.StartDialog()). The IDialogDisplay seam also covers a future debug/headless display for testing, mentioned but not built.

      Not Done

      No code was written - this was entirely the design pass in the tech outline. The To Do board items (Game State Management, Dialog Management) still need actual implementation. Final sign-off on the Dialog Manager section of the tech outline was still pending when the session was handed over.
      \n
      \n" + }, + "toolId": "toolu_01MfmNqkYDLtg9zWerWQaMZF" + }, + { + "type": "tool_result", + "name": "toolu_01MfmNqkYDLtg9zWerWQaMZF", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\history\\index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01MfmNqkYDLtg9zWerWQaMZF" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\boards\\tasks.page", + "old_string": " \n

      Get Initial Picture

      \n Give Feeback about Project Orientation and whether more points need to be declared\n
      ", + "new_string": " \n

      Get Initial Picture

      \n Give Feeback about Project Orientation and whether more points need to be declared\n
      \n

      Session Hand-Over: Tech Outline Normalization

      \n

      Intro

      The tech outline for Game State Manager, Simulation Manager, and Dialog Manager was rewritten and normalized this session; it needs a final read-through and sign-off.

      History

      See history/index.page, entry \"25 September 2026 - Tech Outline Session\".

      Next Steps

      1. Confirm the Dialog Manager section (DialogProcessor / DialogManager / DialogPhase split) reads correctly - this was the open question when the session ended.
      2. Decide what to do with the \"Get Initial Picture\" task in this same column - its description no longer matches what actually happened (tech outline rewrite, not just feedback).
      3. Once the outline is confirmed, start implementation - Game State Management and Dialog Management are both waiting in To Do.

      Reads

      outline/tech/index.page - the rewritten tech outline, read in full.
      guides/agent-conduct/index.page - as usual for session start.

      Misc

      No code exists yet for GameStateManager, SimulationManager, DialogManager, DialogProcessor, or GamePhase - the outline is a design document only.
      \n
      " + }, + "toolId": "toolu_016KaHK28ndeo8LouNV2Ya8C" + }, + { + "type": "tool_result", + "name": "toolu_016KaHK28ndeo8LouNV2Ya8C", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\boards\\tasks.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_016KaHK28ndeo8LouNV2Ya8C" + }, + { + "type": "text", + "text": "Session hand-over done:\n\n- **`workspace/history/index.page`** - added a \"25 September 2026 - Tech Outline Session\" entry summarizing the rewrite of `outline/tech/index.page` (removed the ~92KB of ChatGPT export cruft, normalized Game State Manager / Simulation Manager / Dialog Manager), the key decisions (shared `GameStateManager`, `GamePhase`-based turn loop, the `DialogProcessor`/`DialogManager`/`DialogPhase` split), and what wasn't done (no code written yet, final sign-off still pending).\n- **`workspace/boards/tasks.page`** - added a task to \"In Progress\" titled **\"Session Hand-Over: Tech Outline Normalization\"** with Intro, History link, Next Steps (confirm the Dialog Manager section, resolve the stale \"Get Initial Picture\" task, then start implementation), Reads, and Misc, per the action's format.\n\nNo git actions were taken, per the action's spec." + } + ], + "tokenTotal": 27686 + } +] \ No newline at end of file diff --git a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/3c3cb234-3120-44f1-81d0-ae90bc92c8da.json b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/3c3cb234-3120-44f1-81d0-ae90bc92c8da.json new file mode 100644 index 0000000..3d2cea4 --- /dev/null +++ b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/3c3cb234-3120-44f1-81d0-ae90bc92c8da.json @@ -0,0 +1,1875 @@ +[ + { + "role": "user", + "timestamp": 1790366226373, + "text": "Can you use the action \"take-over-session\"?" + }, + { + "role": "assistant", + "timestamp": 1790366387169, + "events": [ + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "find / -maxdepth 6 -iname \"index.page\" 2>/dev/null; echo \"---\"; find . -maxdepth 4 -iname \"*.page\" 2>/dev/null", + "description": "Locate workspace/index.page file" + }, + "toolId": "toolu_01VzgixZA4RjTHAQWnyE5iQx" + }, + { + "type": "tool_call", + "name": "Glob", + "args": { + "pattern": "**/index.page" + }, + "toolId": "toolu_01Nus2NNzmSgwN9Bbu8Z4Riy" + }, + { + "type": "tool_result", + "name": "toolu_01Nus2NNzmSgwN9Bbu8Z4Riy", + "result": "workspace\\actions\\session-hand-over\\index.page\nworkspace\\actions\\tave-over-session\\index.page\nworkspace\\actions\\creating-pages\\index.page\nworkspace\\actions\\getting-started\\index.page\nworkspace\\actions\\getting-started\\project-types\\authoring\\index.page\nworkspace\\actions\\getting-started\\project-types\\game-dev\\index.page\nworkspace\\actions\\getting-started\\project-types\\hub\\index.page\nworkspace\\actions\\getting-started\\project-types\\index.page\nworkspace\\actions\\getting-started\\project-types\\production\\index.page\nworkspace\\actions\\getting-started\\project-types\\research\\index.page\nworkspace\\actions\\getting-started\\project-types\\software-dev\\index.page\nworkspace\\actions\\index.page\nworkspace\\actions\\update-history\\index.page\nworkspace\\actions\\update-outline\\index.page\nworkspace\\actions\\update-tasks\\index.page\nworkspace\\boards\\index.page\nworkspace\\guides\\agent-conduct\\index.page\nworkspace\\guides\\index.page\nworkspace\\guides\\using-workspaces\\index.page\nworkspace\\guides\\workflow\\index.page\nworkspace\\notes\\index.page\nworkspace\\reference\\index.page\nworkspace\\rojos\\index.page\nworkspace\\index.page\nworkspace\\guides\\Writing-C#\\index.page\nworkspace\\outline\\index.page\nworkspace\\outline\\tech\\index.page\nworkspace\\history\\index.page", + "toolId": "toolu_01Nus2NNzmSgwN9Bbu8Z4Riy" + }, + { + "type": "tool_result", + "name": "toolu_01VzgixZA4RjTHAQWnyE5iQx", + "result": "Command did not complete within its 120s timeout and was moved to the background (ID: bequ8z0km). Output is being written to: C:\\Users\\Josef\\AppData\\Local\\Temp\\claude\\C--rokojori-projects-unity-projects-Unity-Roject-Test\\3c3cb234-3120-44f1-81d0-ae90bc92c8da\\tasks\\bequ8z0km.output. You will be notified when it completes. To check interim output, use Read on that file path.", + "toolId": "toolu_01VzgixZA4RjTHAQWnyE5iQx" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/index.page" + }, + "toolId": "toolu_018KqV7LeTofBm34cKXjUbh1" + }, + { + "type": "tool_result", + "name": "toolu_018KqV7LeTofBm34cKXjUbh1", + "result": "1\t\n2\t\n3\t \n4\t Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Unity-Roject-Test

      \n15\t
      \n16\t\n17\t

      About

      This a unity game prototype for a testing out some principles for a narrative/dialog heavy simulation game.
      \n18\t

      Workspace

      What the project is and where it's going.

      Tasks, bugs, backlog.

      Custom agents. 

      How agents should work with this project.

      Named repeatable procedures for agents.

      Session logs.

      Code documentation. 
      \n19\t
      \n20\t\n21\t \n22\t\n23\t

      For Agents: Orientation

      Read all of these pages in order at the start of every session. They are short and give the full context needed to work effectively.

      1. This page - overview and links.
      2. outline/index.page - what the project is and where it is going.
      3. guides/index.page - rules and conventions.
      4. guides/agent-conduct/index.page - how to reason, check in, and manage knowledge.
      5. boards/tasks.page - what is active right now.
      6. history/index.page - what happened last session.

      After reading, confirm to the user and wait for direction. Do not read deeper files unprompted.
      \n24\t

      For Agents: Memory Rule

      All project knowledge belongs in this workspace - not in local agent memory files. The workspace is version-controlled, shared across machines, and readable by any agent or human.

      - Decisions and their reasons - history
      - Active tasks - boards
      - Rules and conventions - guides
      - Big picture and goals - outline
      - Complex or unusual code - reference
      \n25\t
      \n26\t
      \n27\t\n28\t\n29\t\n30\t\n31\t\n32\t", + "toolId": "toolu_018KqV7LeTofBm34cKXjUbh1" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/actions/tave-over-session/index.page" + }, + "toolId": "toolu_01MQDoKnkUxQNNp52MYZbna5" + }, + { + "type": "tool_result", + "name": "toolu_01MQDoKnkUxQNNp52MYZbna5", + "result": "1\t\n2\t\n3\t \n4\t New Page\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t \n14\t

      Take Over Session

      \n15\t
      \n16\t\n17\t

      Outline

      This is the other part of the action \"Session Hand Over\" which was used to create a hand over of the before session.

      A task with a title starting \"Session Hand Over...\" should be placed in the tasks.page \"In Progress\". 

      Read it and continue working on the task.
      \n18\t

      Working on Session Hand Over

      Read the task entry carefully.

      Before starting to do something, give the user a short summary, what you understood and what your next plans are. Sometimes there are no actually tasks to do, then ask the user, what to do.


      \n19\t
      \n20\t\n21\t\n22\t\n23\t", + "toolId": "toolu_01MQDoKnkUxQNNp52MYZbna5" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/actions/index.page" + }, + "toolId": "toolu_016nbDfBgcweipZQCXFPJ7Rf" + }, + { + "type": "tool_result", + "name": "toolu_016nbDfBgcweipZQCXFPJ7Rf", + "result": "1\t\n2\t\n3\t \n4\t Actions — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Actions

      \n15\t
      \n16\t\n17\t\n18\t

      What Actions Are

      An action is a named, repeatable procedure - a step-by-step process for agents. 
      \n19\t
      \n20\t

      Setup

      Getting Started - initialize the workspace for a specific project type. Run once at the start of a new project.

      Standard Actions

      Update History - log the current session. Best at the end of every working session.

      Update Boards - update the tasks, bugs and backlog. Run when tasks are completed, started, or added.

      Update Outline - update the project overview. Useful when scope or architecture changes.

      Creating Pages - how to create a new .page file from the template, and page writing conventions.
      \n21\t

      Adding New Actions

      Any repeatable multi-step process is a candidate for an action. Create a new subfolder inside actions/ with an index.page. List it here once it is ready.

      Good actions to add as the project grows: deploy procedure, testing checklist, release steps, onboarding a new contributor.
      \n22\t
      \n23\t
      \n24\t\n25\t\n26\t\n27\t\n28\t\n29\t", + "toolId": "toolu_016nbDfBgcweipZQCXFPJ7Rf" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/boards/tasks.page" + }, + "toolId": "toolu_01M6yfYaM29ikB6gDSrrSSEq" + }, + { + "type": "tool_result", + "name": "toolu_01M6yfYaM29ikB6gDSrrSSEq", + "result": "1\t\n2\t\n3\t \n4\t Tasks — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Tasks

      \n15\t
      \n16\t\n17\t\n18\t\n19\t \n20\t To Do\n21\t \n22\t \n23\t

      Game State Management

      \n24\t Write the  Game State manager and all the needed classes\n25\t
      \n26\t

      Dialog Management

      \n27\t Write the Dialog Manager and all the needed classes. Ideally we can test it.\n28\t
      \n29\t \n30\t In Progress\n31\t \n32\t

      Get Initial Picture

      \n33\t Give Feeback about Project Orientation and whether more points need to be declared\n34\t
      \n35\t

      Session Hand-Over: Tech Outline Normalization

      \n36\t

      Intro

      The tech outline for Game State Manager, Simulation Manager, and Dialog Manager was rewritten and normalized this session; it needs a final read-through and sign-off.

      History

      See history/index.page, entry \"25 September 2026 - Tech Outline Session\".

      Next Steps

      1. Confirm the Dialog Manager section (DialogProcessor / DialogManager / DialogPhase split) reads correctly - this was the open question when the session ended.
      2. Decide what to do with the \"Get Initial Picture\" task in this same column - its description no longer matches what actually happened (tech outline rewrite, not just feedback).
      3. Once the outline is confirmed, start implementation - Game State Management and Dialog Management are both waiting in To Do.

      Reads

      outline/tech/index.page - the rewritten tech outline, read in full.
      guides/agent-conduct/index.page - as usual for session start.

      Misc

      No code exists yet for GameStateManager, SimulationManager, DialogManager, DialogProcessor, or GamePhase - the outline is a design document only.
      \n37\t
      \n38\t \n39\t Done\n40\t \n41\t
      \n42\t\n43\t\n44\t\n45\t\n46\t\n47\t", + "toolId": "toolu_01M6yfYaM29ikB6gDSrrSSEq" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/history/index.page" + }, + "toolId": "toolu_0121kDBcKxVhwPdF1QUjJaLY" + }, + { + "type": "tool_result", + "name": "toolu_0121kDBcKxVhwPdF1QUjJaLY", + "result": "1\t\n2\t\n3\t \n4\t History — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      History

      \n15\t
      \n16\t\n17\t

      25 September 2026

      Project created.
      \n18\t
      \n19\t\n20\t

      25 September 2026 - Tech Outline Session

      Rewrote outline/tech/index.page. It previously held roughly 92KB of copy-pasted ChatGPT export markup (wrapper divs around a 15-section simulation brainstorm) plus an unedited Roject placeholder block. Replaced with a normalized design across three tech areas: Game State Manager, Simulation Manager, Dialog Manager.

      Decisions

      GameStateManager is the single shared state layer - Simulation Manager and Dialog Manager both read/write through it instead of keeping separate state.

      Simulation Manager is built around GamePhase ScriptableObjects run asynchronously across five ordered lists (intro, preTurn, playerTurn, postTurn, outro). Any phase can flag the game finished, which jumps straight to outro. Phases only talk to Unity through SimulationRenderer (command in, \"done\" callback out). The earlier standalone systems architecture (ProductionSystem, PollutionSystem, spatial fields, deltas) was folded into one example phase, SimulateWorld, instead of being its own top-level section - it was more detail than a portfolio-sized prototype needs.

      Dialog Manager went through two passes. The first coupled dialog execution directly into DialogPhase. The user corrected this: dialog needed to work standalone, not just inside the simulation loop. Settled on three layers - DialogProcessor (standalone cursor engine, depends only on an IDialogDisplay interface, no knowledge of UI or the simulation loop), DialogManager (singleton, owns UI wiring, sole entry point via StartDialog(), implements IDialogDisplay), and DialogPhase (thin GamePhase wrapper calling DialogManager.instance.StartDialog()). The IDialogDisplay seam also covers a future debug/headless display for testing, mentioned but not built.

      Not Done

      No code was written - this was entirely the design pass in the tech outline. The To Do board items (Game State Management, Dialog Management) still need actual implementation. Final sign-off on the Dialog Manager section of the tech outline was still pending when the session was handed over.
      \n21\t
      \n22\t
      \n23\t\n24\t\n25\t\n26\t\n27\t", + "toolId": "toolu_0121kDBcKxVhwPdF1QUjJaLY" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/outline/tech/index.page" + }, + "toolId": "toolu_01GZX5tGp85iLwKXMcjw9vcX" + }, + { + "type": "tool_result", + "name": "toolu_01GZX5tGp85iLwKXMcjw9vcX", + "result": "1\t\n2\t\n3\t \n4\t New Page\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t \n14\t

      Tech Outline

      \n15\t
      \n16\t\n17\t
      \n18\t
      \n19\t

      Project Organization

      Code goes into Assets/Scripts.

      The main scene is found at: Assets/Main

      Unity Settings are in: Assets/Settings

      UI will land in: Assets/UI
      \n20\t

      Scene Organization

      There will be one main scene that manages and contains all singletons as well as UI, camera, player and other globally available scripts.

      Only the levels would be loaded additionally in the scene. 

      In the demo there's no need to load different levels.
      \n21\t
      \n22\t

      Tech Areas

      The prototype should contain the following sections:


      - GameState Management
      - Dialog Management
      - Simulation Management


      Writing Managers/Singletons

      Managers exist in the main scene as MonoBehaviours and are accessed via Unique (Assets/Scripts/Rokojori/Unique.cs)  when no reference exists.
      One example is the LocaleManager: Assets/Scripts/Rokojori/Locales/LocaleManager.cs
      It's not ready yet, but it will later have a function to set the Language Code and iterate all elements that need to be updated.




      \n23\t

      Writing Code

      There are two types of code that can be written and the differ in the way of the usage.

      Library Code

      Code that is generic goes here. It can't reference any project code. It only is allowed to reference Unity core libraries. it can be found here:
      Assets/Scripts/Rokojori

      Project Code

      Code that is related generic goes here, it can be found here:
      Assets/Scripts/Project


      \n24\t
      \n25\t

      Game State Manager

      Shared state layer underneath both the Simulation Manager and the Dialog Manager - both read and write through it, nothing owns its own copy of game data.

      GameStateManager holds a list of GameStateVariables and builds a lookup dictionary per type on ready.

      Reading a value goes through typed getters (GetValue( GameStateNumberVariable ), GetValue( GameStateBoolVariable )), so callers never touch the raw dictionaries.

      Changes are broadcast through EventSlots (Assets/Scripts/Rokojori/Events/EventSlot.cs), so phases and dialog conditions can react without polling. The full set of variables can be serialized to and deserialized from JSON, for save/load.
      \n26\t \n27\tpublic class GameStateManager : MonoBehaviour\n28\t{\n29\t public List<GameStateVariable> variables;\n30\t\n31\t void OnReady()\n32\t {\n33\t // build a per-type value dictionary\n34\t }\n35\t\n36\t public double GetValue( GameStateNumberVariable var ) { }\n37\t public bool GetValue( GameStateBoolVariable var ) { }\n38\t\n39\t public string ToJson() { }\n40\t public void FromJson( string json ) { }\n41\t}\n42\t\n43\tpublic abstract class GameStateVariable : ScriptableObject\n44\t{\n45\t public string name;\n46\t}\n47\t\n48\tpublic class GameStateNumberVariable : GameStateVariable\n49\t{\n50\t public double initialValue;\n51\t public EventSlot<double> onChanged;\n52\t}\n53\t\n54\tpublic class GameStateBoolVariable : GameStateVariable\n55\t{\n56\t public bool initialValue;\n57\t public EventSlot<bool> onChanged;\n58\t}\n59\t\n60\t\n61\t
      \n62\t

      How It Fits Together

      Dialog runs through DialogManager, which any code can call directly. DialogPhase is just a thin wrapper so a dialog can also be one step in the Simulation Manager's turn loop.
      \n63\t GameStateManager\n64\t (shared game state)\n65\t ▲ ▲\n66\t │ │\n67\t SimulationManager │\n68\t │ │\n69\t Intro / PreTurn / PlayerTurn / PostTurn / Outro\n70\t │\n71\t ┌────────────┼──────────────────┐\n72\t ▼ ▼ ▼\n73\t ShowTurnStart SimulateWorld DialogPhase\n74\t Conditions (production, │\n75\t (dice, ticks) pollution, ...) DialogManager.StartDialog()\n76\t │ │ │\n77\t │ │ DialogProcessor\n78\t │ │ (cursor over DialogBlocks)\n79\t │ │ │\n80\t └────────────┴───────commands─────┘\n81\t ▼\n82\t SimulationRenderer / UI\n83\t │\n84\t done ──► next phase\n85\t\n86\t DialogManager.StartDialog() can also be called directly,\n87\t outside of any phase (menus, cutscenes, etc.)\n88\t\n89\t
      \n90\t
      \n91\t

      Simulation Manager

      GamePhase is the atomic unit: a ScriptableObject that runs asynchronously and can read/write GameStateManager. The manager awaits one phase before starting the next.
      \n92\tpublic abstract class GamePhase : ScriptableObject\n93\t{\n94\t public abstract Task Execute(\n95\t GameState state,\n96\t SimulationRenderer renderer );\n97\t\n98\t // set true from inside Execute to end the game early\n99\t public bool gameFinished;\n100\t}\n101\t\n102\t
      \n103\t

      Phase Lists & the Turn Loop

      SimulationManager holds five ordered phase lists and runs them like this:
      \n104\tpublic List<GamePhase> intro;\n105\tpublic List<GamePhase> preTurn;\n106\tpublic List<GamePhase> playerTurn;\n107\tpublic List<GamePhase> postTurn;\n108\tpublic List<GamePhase> outro;\n109\t\n110\tasync Task Run()\n111\t{\n112\t await RunPhases( intro ); // e.g. set player count\n113\t\n114\t while ( ! anyPhaseFinishedGame )\n115\t {\n116\t await RunPhases( preTurn );\n117\t\n118\t foreach ( var player in players )\n119\t await RunPhases( playerTurn );\n120\t\n121\t await RunPhases( postTurn );\n122\t }\n123\t\n124\t await RunPhases( outro );\n125\t}\n126\t\n127\t

      Any phase, in any list, can flag the game as finished. The manager checks this after each phase and jumps straight to outro, skipping whatever was left - it doesn't wait for the current list to finish.
      \n128\t
      \n129\t

      SimulationManager ↔ SimulationRenderer

      A phase doesn't touch Unity directly. It hands commands to the renderer and awaits completion before the manager moves on:
      \n130\tGamePhase.Execute()\n131\t │\n132\t ▼\n133\trenderer.Enqueue( command ) // animation, UI, VFX...\n134\t │\n135\t ▼\n136\tSimulationRenderer executes it\n137\t │\n138\t ▼\n139\trenderer reports done\n140\t │\n141\t ▼\n142\tExecute() completes -> next phase\n143\t\n144\t
      \n145\t

      Example Phases

      ShowTurnStartConditions - start of a round: roll dice for events, apply resource ticks, set up the state a turn begins with.

      SimulateWorld - where systems like ProductionSystem/AllocationSystem/PollutionSystem run: each reads a slice of state and writes deltas back through GameStateManager, optionally querying a shared spatial field (e.g. a PollutionField) instead of linking entities directly, using a seeded random stream so results are reproducible.

      DialogPhase - a thin GamePhase that awaits DialogManager.instance.StartDialog( start ) and completes. All the real logic lives in DialogManager/DialogProcessor below, so dialog works the same way whether or not it's running inside a phase.
      \n146\t
      \n147\t

      Dialog Manager

      The UI-facing singleton and the only entry point for running a dialog. Owns the actual UI wiring (text, portraits, choice buttons) and can be called directly from anywhere - not just from a DialogPhase.
      \n148\tpublic class DialogManager : MonoBehaviour, IDialogDisplay\n149\t{\n150\t public static DialogManager instance\n151\t => Unique<DialogManager>.instance;\n152\t\n153\t public async Task StartDialog( DialogBlock start )\n154\t {\n155\t var processor = new DialogProcessor( this );\n156\t await processor.Run( start );\n157\t }\n158\t\n159\t // called by DialogProcessor when a block needs to be shown\n160\t public async Task<DialogAnswer> Show( DialogBlock block )\n161\t {\n162\t // update UI (line/portrait, or choice buttons)\n163\t // and wait for the player, e.g. a button click\n164\t }\n165\t}\n166\t\n167\t
      \n168\t

      DialogProcessor

      The standalone engine. Owns the cursor, resolves branches/conditions against GameStateManager on its own, and only talks to the outside world through the IDialogDisplay it was given - it has no idea DialogManager exists.
      \n169\tpublic class DialogProcessor\n170\t{\n171\t IDialogDisplay display; // e.g. DialogManager\n172\t\n173\t public DialogProcessor( IDialogDisplay display )\n174\t {\n175\t this.display = display;\n176\t }\n177\t\n178\t public async Task Run( DialogBlock start )\n179\t {\n180\t var current = start;\n181\t\n182\t while ( current != null )\n183\t current = await current.Run( display );\n184\t }\n185\t}\n186\t\n187\t
      \n188\t
      \n189\t

      Execution Model

      Running a block finishes it and returns the next one. By default that's just \"the next block in sequence\" - but a PlayerChoice or DialogBranch can redirect the cursor to any other block instead, based on the option picked or a GameStateCondition.
      \n190\tDialogLine: \"Want to buy stuff?\"\n191\tPlayerChoice:\n192\t A) Attacker\n193\t B) Defenders\n194\t C) None\n195\t\n196\t
      Bigger dialogs work the same way, just with conditions picking the branch - e.g. checking a player's points and whether City A is still standing to decide whether the dialog continues with City A's boss or City B's.
      \n197\t

      Dialog Blocks

      \n198\tDialogBlock\n199\t├── DialogLine // Locale, Speaker\n200\t├── PlayerChoice // ChoiceLine, Options[]\n201\t├── DialogBranch // Condition, Branch -> DialogBlock\n202\t├── DialogList // Blocks[], itself a DialogBlock\n203\t├── ReturnBlock // ends the dialog\n204\t└── CommentBlock // editor-only, no gameplay effect\n205\t\n206\t
      DialogLine pairs a localized Locale with a Speaker; presentation (portrait, voice, animation) is handled by whatever implements IDialogDisplay.
      \n207\t
      \n208\t

      Conditions & Actions

      Game-state reads/writes stay out of DialogBlock and live in two small hierarchies on top of GameStateManager:
      \n209\tGameStateCondition\n210\t├── CompareInt\n211\t├── HasObject\n212\t└── ListCondition // All / AtLeastOne / None\n213\t\n214\tGameStateAction\n215\t├── SetProperty\n216\t├── ModifyProperty\n217\t└── ActionList\n218\t\n219\t
      This keeps the dialogue graph data-driven - conversations can be built without writing code.
      \n220\t

      Testability

      Because DialogProcessor only depends on the IDialogDisplay interface, DialogManager isn't the only thing that can drive it.

      A debug/headless display can implement the same interface - auto-answering choices, logging the path taken - to run and check dialogs without the actual UI.
      \n221\t
      \n222\t\n223\t\n224\t\n225\t\n226\t\n227\t", + "toolId": "toolu_01GZX5tGp85iLwKXMcjw9vcX" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/guides/agent-conduct/index.page" + }, + "toolId": "toolu_01TDwmGC6yabwKRvX9A1PC1T" + }, + { + "type": "tool_result", + "name": "toolu_01TDwmGC6yabwKRvX9A1PC1T", + "result": "1\t\n2\t\n3\t \n4\t Agent Conduct — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Agent Conduct

      How agents should reason, check in, and manage project knowledge when working in this project.

      \n15\t
      \n16\t\n17\t

      Session Start

      Read, confirm, then wait

      Read the first-layer pages listed on index.page. Give a brief confirmation that you understand the project and stop. Do not dive into board details or hunt for more context unprompted.

      Wait for the user to direct next steps.


      Board detail files are not first-layer

      boards/tasks.page, boards/bugs.page, and boards/backlog.page are not part of the initial read unless the user directs it or a task clearly requires current board state.

      \n18\t
      \n19\t\n20\t

      Reasoning and Check-ins

      The core rule

      After roughly 1 000 tokens of internal reasoning without a clear answer, pause and surface the situation to the user. The user is an expert and can often shortcut a long investigation with domain knowledge or a targeted hint.


      Always interrupt when

      • Reasoning has gone on for ~1 000 tokens and no root cause is found.
      • Multiple hypotheses seem equally plausible.
      • The cause requires runtime information (console errors, network responses, live state) that cannot be determined statically.
      • The fix would require reading many more files without a clear lead.

      When interrupting

      Be brief and concrete. Name the specific problem, the hypotheses already ruled out, and what would help most. Offer concrete actions the user can take - open DevTools, check a log, paste an error.


      Only skip the interrupt when

      The user has explicitly said so in the current session - e.g. \"just continue\", \"don't interrupt\", \"do the whole thing\". That permission is session-scoped and does not carry into the next conversation.

      \n21\t
      \n22\t\n23\t

      Knowledge and Memory

      The workspace is the memory

      All persistent knowledge about this project - planned features, decisions made, open improvements, session notes - lives in workspace/ and is version-controlled. Agents must write project knowledge here, not into local agent memory files. The workspace is visible to the user, survives across machines, and is the single source of truth.


      What goes where

      • Planned features and open items - outline
      • Session notes and what was built - history entry via the Update History action
      • Coding conventions and how-tos - a guide under guides/
      • Recurring procedures - an action under actions/

      Be scope aware

      Give feedback when tasks become too large for a single session. Cleanups and documentation often need a follow-up session with enough context to do them properly. Communicate this rather than rushing or going silent.

      \n24\t
      \n25\t\n26\t

      Writing Style

      Use - not —

      When writing workspace documents, use the hyphen/minus character - instead of the em dash —. This applies to prose, lists, and task descriptions.

      \n27\t
      \n28\t
      \n29\t\n30\t\n31\t\n32\t\n33\t", + "toolId": "toolu_01TDwmGC6yabwKRvX9A1PC1T" + }, + { + "type": "text", + "text": "I've taken over the session hand-over. Here's what I found and understood:\n\n**Task:** *Session Hand-Over: Tech Outline Normalization* (In Progress column)\n\n**What happened last session:** The tech outline (`outline/tech/index.page`) was rewritten from ~92KB of stale ChatGPT-export markup into a normalized design covering three areas: **GameStateManager** (shared state layer, typed getters, EventSlot-based change notifications, JSON save/load), **SimulationManager** (GamePhase ScriptableObjects run across five ordered lists - intro/preTurn/playerTurn/postTurn/outro - talking to Unity only through SimulationRenderer), and **Dialog Manager**.\n\n**Open question left for me to confirm:** The Dialog Manager section went through a correction mid-session (dialog needed to work standalone, not just inside the simulation loop) and settled on a three-layer split: `DialogProcessor` (standalone cursor engine, depends only on `IDialogDisplay`), `DialogManager` (singleton, owns UI, entry point via `StartDialog()`), `DialogPhase` (thin GamePhase wrapper). I read this section in the current outline - it reads coherently: the layering is consistent, the `IDialogDisplay` seam is explained (and correctly flagged as also enabling a future headless/debug display), and the diagram in \"How It Fits Together\" matches the prose. **I'm satisfied this section is ready to sign off.**\n\n**Also flagged in the task:** the \"Get Initial Picture\" task sitting in the same In Progress column has a stale description (\"Give Feedback about Project Orientation...\") that no longer matches what actually happened (a full tech outline rewrite).\n\n**No code exists yet** for any of these classes - this was purely a design pass. Game State Management and Dialog Management are both waiting in To Do.\n\n**My proposed next steps**, pending your go-ahead:\n1. Mark the Dialog Manager section confirmed / close out this hand-over task.\n2. Update or replace the \"Get Initial Picture\" task description to reflect what actually happened, or close it - your call on which.\n3. Start implementation on one of the To Do items (Game State Management or Dialog Management).\n\nHow would you like me to proceed?" + } + ], + "tokenTotal": 1123 + }, + { + "role": "user", + "timestamp": 1790366608644, + "text": "I've updated the tasks page, how much do you think are you able to do? Do you think you can finish Game State and Dialog in this session?" + }, + { + "role": "assistant", + "timestamp": 1790366665355, + "events": [ + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/boards/tasks.page" + }, + "toolId": "toolu_01AMVvzT9LiYHsoFSnSquSZr" + }, + { + "type": "tool_result", + "name": "toolu_01AMVvzT9LiYHsoFSnSquSZr", + "result": "1\t\n2\t\n3\t \n4\t Tasks — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Tasks

      \n15\t
      \n16\t\n17\t\n18\t\n19\t \n20\t To Do\n21\t \n22\t \n23\t

      Game State Management

      \n24\t Write the  Game State manager and all the needed classes\n25\t
      \n26\t

      Dialog Management

      \n27\t Write the Dialog Manager and all the needed classes. Ideally we can test it.\n28\t
      \n29\t

      Simulation Management

      \n30\t Write the Simulation Manager all the needed classes\n31\t
      \n32\t \n33\t In Progress\n34\t \n35\t

      Get Initial Picture

      \n36\t Give Feeback about Project Orientation and whether more points need to be declared\n37\t
      \n38\t

      Session Hand-Over: Tech Outline Normalization

      \n39\t

      Intro

      The tech outline for Game State Manager, Simulation Manager, and Dialog Manager was rewritten and normalized this session; it needs a final read-through and sign-off.

      History

      See history/index.page, entry \"25 September 2026 - Tech Outline Session\".

      Next Steps

      1. Confirm the Dialog Manager section (DialogProcessor / DialogManager / DialogPhase split) reads correctly - this was the open question when the session ended.
      2. Decide what to do with the \"Get Initial Picture\" task in this same column - its description no longer matches what actually happened (tech outline rewrite, not just feedback).
      3. Once the outline is confirmed, start implementation - Game State Management and Dialog Management are both waiting in To Do.

      Reads

      outline/tech/index.page - the rewritten tech outline, read in full.
      guides/agent-conduct/index.page - as usual for session start.

      Misc

      No code exists yet for GameStateManager, SimulationManager, DialogManager, DialogProcessor, or GamePhase - the outline is a design document only.
      \n40\t
      \n41\t \n42\t Done\n43\t \n44\t
      \n45\t\n46\t\n47\t\n48\t\n49\t\n50\t", + "toolId": "toolu_01AMVvzT9LiYHsoFSnSquSZr" + }, + { + "type": "text", + "text": "Let me quickly check the existing infrastructure code (Unique, EventSlot, Locale) since Game State and Dialog both build on it — that determines how much is genuinely new work versus wiring." + }, + { + "type": "tool_call", + "name": "Glob", + "args": { + "pattern": "Assets/Scripts/Rokojori/**/*.cs" + }, + "toolId": "toolu_01GKqqTNA3ZqAuUNA3dGZ8Vd" + }, + { + "type": "tool_result", + "name": "toolu_01GKqqTNA3ZqAuUNA3dGZ8Vd", + "result": "Assets\\Scripts\\Rokojori\\Extensions\\SceneExtensions.cs\nAssets\\Scripts\\Rokojori\\Events\\EventProperty.cs\nAssets\\Scripts\\Rokojori\\Events\\EventSlot.cs\nAssets\\Scripts\\Rokojori\\Events\\Null.cs\nAssets\\Scripts\\Rokojori\\Logging\\RJLog.cs\nAssets\\Scripts\\Rokojori\\Extensions\\TransformExtensions.cs\nAssets\\Scripts\\Rokojori\\Unique.cs\nAssets\\Scripts\\Rokojori\\Extensions\\ListExtensions.cs\nAssets\\Scripts\\Rokojori\\Locales\\Locale.cs\nAssets\\Scripts\\Rokojori\\Locales\\LocaleManager.cs\nAssets\\Scripts\\Rokojori\\Locales\\LocaleCode.cs\nAssets\\Scripts\\Rokojori\\Locales\\LocaleText.cs", + "toolId": "toolu_01GKqqTNA3ZqAuUNA3dGZ8Vd" + }, + { + "type": "tool_call", + "name": "Glob", + "args": { + "pattern": "Assets/Scripts/Project/**/*.cs" + }, + "toolId": "toolu_01FWEhwKPEuAUExKYz75hCp4" + }, + { + "type": "tool_result", + "name": "toolu_01FWEhwKPEuAUExKYz75hCp4", + "result": "No files found", + "toolId": "toolu_01FWEhwKPEuAUExKYz75hCp4" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Unique.cs" + }, + "toolId": "toolu_01YaRttTsuRvnXc1zVNdWKwR" + }, + { + "type": "tool_result", + "name": "toolu_01YaRttTsuRvnXc1zVNdWKwR", + "result": "1\tusing System.Collections;\n2\tusing System.Collections.Generic;\n3\t\n4\tusing UnityEngine;\n5\t\n6\tnamespace Rokojori\n7\t{\n8\t\n9\tpublic class Unique\n10\t{\n11\t static T _instance;\n12\t \n13\t public static T Get( Component n = null )\n14\t {\n15\t \tif ( _instance != null )\n16\t {\n17\t \treturn _instance;\n18\t }\n19\t \n20\t _instance = SceneExtensions.GetInOpenScenes();\n21\t\n22\t return _instance;\n23\t }\n24\t}\n25\t\n26\t}", + "toolId": "toolu_01YaRttTsuRvnXc1zVNdWKwR" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Events/EventSlot.cs" + }, + "toolId": "toolu_01J4sbWKD9pthSux9HYRRt9P" + }, + { + "type": "tool_result", + "name": "toolu_01J4sbWKD9pthSux9HYRRt9P", + "result": "1\tusing System.Collections;\n2\tusing System.Collections.Generic;\n3\tusing System.Text;\n4\tusing System;\n5\tusing System.Linq;\n6\t\n7\t\n8\tnamespace Rokojori\n9\t{\n10\t \n11\t public class EventSlot\n12\t {\n13\t protected List> _actions = new List>();\n14\t List> _once = new List>();\n15\t\n16\t protected bool _canModify = true;\n17\t List> _additions = new List>();\n18\t List> _onceAdditions = new List>();\n19\t List> _removals = new List>();\n20\t\n21\t\n22\t public bool hasListeners => _once.Count > 0 || _actions.Count > 0;\n23\t\n24\t public void ResetAndClearAll()\n25\t {\n26\t _actions.Clear();\n27\t _once.Clear();\n28\t\n29\t _additions.Clear();\n30\t _onceAdditions.Clear();\n31\t\n32\t _removals.Clear();\n33\t _canModify = true;\n34\t }\n35\t\n36\t public void AddAction( Action action )\n37\t {\n38\t if ( HasAction( action ) )\n39\t {\n40\t RJLog.Error( this, \"This action already exists\", action );\n41\t return;\n42\t }\n43\t\n44\t if ( _canModify )\n45\t {\n46\t _actions.Add( action );\n47\t }\n48\t else\n49\t {\n50\t \n51\t _additions.Add( action );\n52\t } \n53\t }\n54\t\n55\t public void RemoveAction( Action action )\n56\t {\n57\t if ( _canModify )\n58\t {\n59\t _actions.Remove( action );\n60\t\n61\t // RJLog.Log( \"Removed:\", action, removed );\n62\t }\n63\t else\n64\t {\n65\t _removals.Add( action );\n66\t } \n67\t }\n68\t\n69\t public bool HasAction( Action action )\n70\t {\n71\t return _actions.Has( action ) || _additions.Has( action ) || _onceAdditions.Has( action );\n72\t }\n73\t\n74\t public void Once( Action action )\n75\t {\n76\t if ( HasAction( action ) )\n77\t {\n78\t RJLog.Error( this, \"This action already exists\", action );\n79\t return;\n80\t }\n81\t\n82\t if ( _canModify )\n83\t {\n84\t _actions.Add( action );\n85\t _once.Add( action );\n86\t }\n87\t else\n88\t {\n89\t _onceAdditions.Add( action );\n90\t } \n91\t }\n92\t\n93\t protected void _UpdateLists()\n94\t {\n95\t _once.ForEach( a => { _actions.Remove( a ); } );\n96\t _once.Clear();\n97\t\n98\t if ( _removals.Count > 0 )\n99\t {\n100\t ListExtensions.RemoveList( _actions, _removals );\n101\t\n102\t // _removals.ForEach( \n103\t // r => \n104\t // {\n105\t // var removed = _actions.Remove( r );\n106\t // RJLog.Log( \"Removed:\", r, removed );\n107\t // } \n108\t // );\n109\t\n110\t _removals.Clear();\n111\t } \n112\t \n113\t if ( _additions.Count > 0 )\n114\t {\n115\t _actions.AddRange( _additions ); \n116\t _additions.Clear();\n117\t }\n118\t\n119\t if ( _onceAdditions.Count > 0 )\n120\t {\n121\t _once.AddRange( _onceAdditions );\n122\t _actions.AddRange( _onceAdditions );\n123\t } \n124\t \n125\t\n126\t } \n127\t\n128\t public void DispatchEvent( T t )\n129\t {\n130\t _canModify = false;\n131\t\n132\t _actions.ForEach( a => { if ( a != null ){ a( t ); } } );\n133\t\n134\t _UpdateLists();\n135\t \n136\t _canModify = true;\n137\t\n138\t }\n139\t }\n140\t \n141\t}\n142\t \n143\t\n144\t", + "toolId": "toolu_01J4sbWKD9pthSux9HYRRt9P" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Locales/Locale.cs" + }, + "toolId": "toolu_01YUiwvX921pBRg1s7DNwSyh" + }, + { + "type": "tool_result", + "name": "toolu_01YUiwvX921pBRg1s7DNwSyh", + "result": "1\tusing UnityEngine;\n2\t\n3\tnamespace Rokojori\n4\t{\n5\t\n6\tpublic class Locale: ScriptableObject\n7\t{\n8\t\tpublic virtual string GetLocale( LocaleCode localeCode )\n9\t {\n10\t \treturn \"\";\n11\t }\n12\t}\n13\t\n14\t}", + "toolId": "toolu_01YUiwvX921pBRg1s7DNwSyh" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Locales/LocaleManager.cs" + }, + "toolId": "toolu_01EVenWYfxi6FCxe4M7JBfni" + }, + { + "type": "tool_result", + "name": "toolu_01EVenWYfxi6FCxe4M7JBfni", + "result": "1\tusing UnityEngine;\n2\t\n3\tnamespace Rokojori\n4\t{\n5\t\n6\tpublic class LocaleManager: MonoBehaviour\n7\t{\n8\t public LocaleCode currentLocale = LocaleCode.en;\n9\t\n10\t}\n11\t\n12\t}", + "toolId": "toolu_01EVenWYfxi6FCxe4M7JBfni" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Locales/LocaleText.cs" + }, + "toolId": "toolu_01QxWrCExvZEEk2oZRBX7bp9" + }, + { + "type": "tool_result", + "name": "toolu_01QxWrCExvZEEk2oZRBX7bp9", + "result": "1\tusing UnityEngine;\n2\t\n3\tnamespace Rokojori\n4\t{\n5\t\n6\t[CreateAssetMenu( menuName = \"Rokojori/Locales/Locale Text\" )] \n7\tpublic class LocaleText: Locale\n8\t{\n9\t public string context = \"\";\n10\t \n11\t\tpublic string en = \"\";\n12\t \n13\t \n14\t\tpublic override string GetLocale( LocaleCode localeCode )\n15\t {\n16\t \treturn en;\n17\t }\n18\t}\n19\t\n20\t}", + "toolId": "toolu_01QxWrCExvZEEk2oZRBX7bp9" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Locales/LocaleCode.cs" + }, + "toolId": "toolu_01X1FJrRUo4JzTdzPJ73ZLHP" + }, + { + "type": "tool_result", + "name": "toolu_01X1FJrRUo4JzTdzPJ73ZLHP", + "result": "1\tusing UnityEngine;\n2\t\n3\tnamespace Rokojori\n4\t{\n5\t\n6\tpublic enum LocaleCode\n7\t{\n8\t en,\n9\t de,\n10\t es,\n11\t fr,\n12\t it,\n13\t pt,\n14\t pl,\n15\t ja,\n16\t xi, \n17\t ru\n18\t}\n19\t\n20\t}", + "toolId": "toolu_01X1FJrRUo4JzTdzPJ73ZLHP" + }, + { + "type": "text", + "text": "Good news: the shared infra both systems build on is minimal, so most of the outline's design is genuinely new code, not integration risk. What I found:\n\n- `Unique.Get()` - trivial singleton lookup via scene search, no registration needed.\n- `EventSlot` - a working pub/sub with add/remove/once, ready to use as-is for `GameStateVariable.onChanged`.\n- `Locale`/`LocaleText`/`LocaleCode` - very bare (LocaleText just returns `en` unconditionally, no per-language switching implemented yet). Fine for DialogLine to reference, but don't expect localization to actually branch by language yet.\n- No existing JSON helpers - I'd use Unity's `JsonUtility` for `GameStateManager.ToJson/FromJson`.\n- `Assets/Scripts/Project` doesn't exist yet - first project-code file will create it.\n\n**My honest estimate:**\n\n- **Game State Management** - small and self-contained: `GameStateManager`, `GameStateVariable` (abstract), `GameStateNumberVariable`, `GameStateBoolVariable`, JSON round-trip. Low risk, no open design questions. I'm confident I finish this cleanly this session.\n\n- **Dialog Management** - larger surface: `IDialogDisplay`, `DialogManager`, `DialogProcessor`, `DialogAnswer`/`Speaker`, 6 `DialogBlock` subtypes, `GameStateCondition` (3 variants) and `GameStateAction` (3 variants) hierarchies, plus ideally a headless test display since the task says \"ideally we can test it.\" That's ~15 small types rather than one big one - individually simple, but there's real plumbing (how blocks reference \"next,\" whether blocks are ScriptableObject assets like `GameStateVariable`/`Locale` or plain C# data). I think I can get a complete, working version done this session too, but it's the one where I might hit a design fork worth a quick check-in rather than guessing silently.\n\nSo: yes, I think I can finish both. Sequence I'd use: Game State Management first (quick, unblocks nothing else but is safest to bank early), then Dialog Management core (`IDialogDisplay`/`DialogProcessor`/`DialogManager`), then the block/condition/action types, then a minimal headless display for testing. I'd leave Simulation Management (the newly added To Do item) for a follow-up session rather than risk rushing it, since `DialogPhase`/`GamePhase` depend on it and neither Game State nor Dialog need it to be testable standalone.\n\nWant me to start with Game State Management now?" + } + ], + "tokenTotal": 2426 + }, + { + "role": "user", + "timestamp": 1790366817332, + "text": "Just to them as far as you can get until you feel the session is full. I would be doing something else, so you don't need to checkin. The classes should all be written for Assets/Scripts/Rokojori. You don't need to test them in Unity or other running systems. When you think it's needed you can use a C# compiler, maybe we test one before I let you start. Can you answer me, whether you can compile the session and check whether it compiles?" + }, + { + "role": "assistant", + "timestamp": 1790367602023, + "events": [ + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "which dotnet 2>/dev/null; which csc 2>/dev/null; which mono 2>/dev/null; echo \"---dotnet version---\"; dotnet --version 2>/dev/null; echo \"---unity editor search---\"; find \"/c/Program Files/Unity\" -maxdepth 3 -iname \"Unity.exe\" 2>/dev/null", + "description": "Check for available C# compilers and Unity installation" + }, + "toolId": "toolu_01FEcR5yMigCYxfZPioaFtBe" + }, + { + "type": "tool_call", + "name": "Glob", + "args": { + "pattern": "*.csproj" + }, + "toolId": "toolu_017ESpqEx6MRmRSTUxRu32vF" + }, + { + "type": "tool_result", + "name": "toolu_01FEcR5yMigCYxfZPioaFtBe", + "result": "/c/Program Files/dotnet/dotnet\n---dotnet version---\n10.0.401\r\n---unity editor search---", + "toolId": "toolu_01FEcR5yMigCYxfZPioaFtBe" + }, + { + "type": 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False\n29\t \n30\t \n31\t true\n32\t true\n33\t true\n34\t true\n35\t MSB3277\n36\t \n37\t \n38\t Package\n39\t 2.0.26\n40\t SDK\n41\t Game:1\n42\t StandaloneWindows64:19\n43\t 6000.6.2f1\n44\t \n45\t \n46\t \n47\t \n48\t \n49\t \n50\t \n51\t \n52\t \n53\t \n54\t \n55\t \n56\t \n57\t \n58\t \n59\t \n60\t ", + "toolId": "toolu_01PuhK2Y1BnryG5x5yNsDE4h" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "ls \"/c/Program Files/Unity/Hub/Editor\" 2>/dev/null; ls \"/c/Program Files/Unity\" 2>/dev/null; where.exe Unity.exe 2>/dev/null", + "description": "Search for installed Unity editor versions" + }, + "toolId": "toolu_01634uCXfuTZ8y4QQusLrjUP" + }, + { + "type": "tool_result", + "name": "toolu_01634uCXfuTZ8y4QQusLrjUP", + "result": "Exit code 1\n2020.2.4f1\n2021.3.22f1\n2021.3.7f1\n2022.1.6f1\n2022.2.9f1\n2022.3.10f1\n2022.3.1f1\n2022.3.37f1\n2022.3.4f1\n2022.3.6f1\n2022.3.8f1\n6000.6.2f1\nHub", + "toolId": "toolu_01634uCXfuTZ8y4QQusLrjUP" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assembly-CSharp.csproj", + "offset": 60, + "limit": 40 + }, + "toolId": "toolu_013PrjNyPGXgsZgYt9bFtbKP" + }, + { + "type": "tool_result", + "name": "toolu_013PrjNyPGXgsZgYt9bFtbKP", + "result": "60\t \n61\t \n62\t \n63\t \n64\t \n65\t \n66\t \n67\t \n68\t \n69\t \n70\t C:\\Program Files\\Unity\\Hub\\Editor\\6000.6.2f1\\Editor\\Data\\Managed\\UnityEngine\\UnityEngine.dll\n71\t False\n72\t \n73\t \n74\t C:\\Program Files\\Unity\\Hub\\Editor\\6000.6.2f1\\Editor\\Data\\Managed\\Bootstrap\\Unity.Scripting.dll\n75\t False\n76\t \n77\t \n78\t C:\\Program Files\\Unity\\Hub\\Editor\\6000.6.2f1\\Editor\\Data\\Managed\\UnityEngine\\UnityEngine.AIModule.dll\n79\t False\n80\t \n81\t \n82\t C:\\Program Files\\Unity\\Hub\\Editor\\6000.6.2f1\\Editor\\Data\\Managed\\UnityEngine\\UnityEngine.ARModule.dll\n83\t False\n84\t \n85\t \n86\t C:\\Program 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"type": "tool_result", + "name": "toolu_01EF2sHAn3s3GEzXRdeoxqzw", + "result": " Determining projects to restore...\r\n Restored C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj (in 67 ms).\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n\r\nBuild FAILED.\r\n\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n 0 Warning(s)\r\n 2 Error(s)\r\n\r\nTime Elapsed 00:00:24.70", + "toolId": "toolu_01EF2sHAn3s3GEzXRdeoxqzw" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && DOTNET_CLI_UseSharedCompilation=false dotnet build Assembly-CSharp.csproj /p:UseSharedCompilation=false 2>&1 | tail -60", + "description": "Retry build with shared compilation disabled to avoid CET crash", + "timeout": 180000 + }, + "toolId": "toolu_01EBxqGmovuRGjFivh7zTJYT" + }, + { + "type": "tool_result", + "name": "toolu_01EBxqGmovuRGjFivh7zTJYT", + "result": "MSBUILD : error MSB1008: Only one project can be specified.\r\n Full command line: 'C:\\Program Files\\dotnet\\sdk\\10.0.401\\MSBuild.exe -maxcpucount --verbosity:m -tlp:default=auto --property:NuGetInteractive=false --restoreProperty:NuGetInteractive=false --restoreProperty:EnableDefaultCompileItems=false --restoreProperty:EnableDefaultEmbeddedResourceItems=false --restoreProperty:EnableDefaultNoneItems=false --nologo Assembly-CSharp.csproj p:UseSharedCompilation=false -consoleloggerparameters:Summary -restore -tlp:DISABLENODEDISPLAY'\r\n Switches appended by response files:\r\nSwitch: p:UseSharedCompilation=false\r\n\r\nFor switch syntax, type \"MSBuild -help\"", + "toolId": "toolu_01EBxqGmovuRGjFivh7zTJYT" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" DOTNET_CLI_UseSharedCompilation=false dotnet build Assembly-CSharp.csproj -p:UseSharedCompilation=false 2>&1 | tail -60", + "description": "Retry build with shared compilation disabled, avoiding msys path mangling", + "timeout": 180000 + }, + "toolId": "toolu_01Ed9sdnaXV1T4xJyr7AB3Av" + }, + { + "type": "tool_result", + "name": "toolu_01Ed9sdnaXV1T4xJyr7AB3Av", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n\r\nBuild FAILED.\r\n\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n 0 Warning(s)\r\n 2 Error(s)\r\n\r\nTime Elapsed 00:00:03.10", + "toolId": "toolu_01Ed9sdnaXV1T4xJyr7AB3Av" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" DOTNET_EnableWriteXorExecute=0 DOTNET_CLI_UseSharedCompilation=false dotnet build Assembly-CSharp.csproj -p:UseSharedCompilation=false 2>&1 | tail -60", + "description": "Retry build disabling W^X JIT enforcement, a known cause of CET-related crashes in sandboxed/virtualized Windows", + "timeout": 180000 + }, + "toolId": "toolu_01RbczwLBfWajoSFGB6cvQjS" + }, + { + "type": "tool_result", + "name": "toolu_01RbczwLBfWajoSFGB6cvQjS", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n\r\nBuild FAILED.\r\n\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Fatal error. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\nC:\\Program Files\\dotnet\\sdk\\10.0.401\\Roslyn\\Microsoft.CSharp.Core.targets(97,5): error : Your Windows doesn't fully support CET. Please install all available Windows updates. [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj]\r\n 0 Warning(s)\r\n 2 Error(s)\r\n\r\nTime Elapsed 00:00:05.27", + "toolId": "toolu_01RbczwLBfWajoSFGB6cvQjS" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "dotnet --list-sdks; echo \"---\"; ls \"/c/Program Files/Unity/Hub/Editor/6000.6.2f1/Editor/Data/Tools/Roslyn\" 2>/dev/null; echo \"---unity exe---\"; ls \"/c/Program Files/Unity/Hub/Editor/6000.6.2f1/Editor/Unity.exe\" 2>/dev/null", + "description": "List installed dotnet SDKs and check Unity's bundled Roslyn compiler / editor exe" + }, + "toolId": "toolu_01XjwzimHFAWM75UEGfP9KUA" + }, + { + "type": "tool_result", + "name": "toolu_01XjwzimHFAWM75UEGfP9KUA", + "result": "7.0.201 [C:\\Program Files\\dotnet\\sdk]\r\n8.0.417 [C:\\Program Files\\dotnet\\sdk]\r\n9.0.316 [C:\\Program Files\\dotnet\\sdk]\r\n10.0.401 [C:\\Program Files\\dotnet\\sdk]\r\n---\n---unity exe---\n/c/Program Files/Unity/Hub/Editor/6000.6.2f1/Editor/Unity.exe", + "toolId": "toolu_01XjwzimHFAWM75UEGfP9KUA" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && cat > global.json.compiletest <<'EOF'\n{\n \"sdk\": {\n \"version\": \"8.0.417\",\n \"rollForward\": \"latestMinor\"\n }\n}\nEOF\nmv global.json.compiletest global.json\nMSYS2_ARG_CONV_EXCL=\"*\" dotnet build Assembly-CSharp.csproj 2>&1 | tail -60", + "description": "Pin to .NET 8 SDK (predates the CET compat check) and retry build", + "timeout": 180000 + }, + "toolId": "toolu_01JSG7GgNxNhxngvmuHjioaL" + }, + { + "type": "tool_result", + "name": "toolu_01JSG7GgNxNhxngvmuHjioaL", + "result": " Determining projects to restore...\r\n Restored C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assembly-CSharp.csproj (in 62 ms).\r\n Assembly-CSharp -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\Assembly-CSharp.dll\r\n\r\nBuild succeeded.\r\n 0 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:01.44", + "toolId": "toolu_01JSG7GgNxNhxngvmuHjioaL" + }, + { + "type": "text", + "text": "It compiles. There was a snag - the machine's default .NET 10 SDK crashes on Unity's generated project (`Your Windows doesn't fully support CET`, a known Roslyn/Windows incompatibility on this machine). Pinning to the older .NET 8 SDK via `global.json` fixes it, and the build succeeds cleanly.\n\nOne more thing to set up: the generated `Assembly-CSharp.csproj` only lists files that existed when Unity last synced it, so it won't pick up new files automatically. I'll make a small dedicated compile-check project that globs `Assets/Scripts/Rokojori/**/*.cs` so I can `dotnet build` it after every batch of new files without touching Unity's generated project." + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assembly-CSharp.csproj" + }, + "toolId": "toolu_01AJeiQG2Q8gu2BN3yCX3R6U" + }, + { + "type": "tool_result", + "name": "toolu_01AJeiQG2Q8gu2BN3yCX3R6U", + "result": "1\t\n2\t \n3\t \n4\t Temp\\obj\\$(MSBuildProjectName)\n5\t $(BaseIntermediateOutputPath)\n6\t false\n7\t true\n8\t Temp\\bin\\Debug\\\n9\t \n10\t \n11\t \n12\t \n13\t \n14\t \n15\t \n16\t false\n17\t false\n18\t 9.0\n19\t \n20\t Library\n21\t Assembly-CSharp\n22\t netstandard2.1\n23\t .\n24\t \n25\t \n26\t 0169;USG0001\n27\t 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(file state is current in your context — no need to Read it back)", + "toolId": "toolu_01PVqaaU2R5bS8wgEdapeYU4" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "CompileCheck.csproj", + "old_string": " \n \n \n \n \n \n \n \n \n \n \n \n \n ", + "new_string": " \n \n \n " + }, + "toolId": "toolu_01MBzvo3b9gvoSJw8CKH9Qyq" + }, + { + "type": "tool_result", + "name": "toolu_01MBzvo3b9gvoSJw8CKH9Qyq", + "result": "The file CompileCheck.csproj has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01MBzvo3b9gvoSJw8CKH9Qyq" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -60", + "description": "Verify the new glob-based compile-check project builds", + "timeout": 180000 + }, + "toolId": "toolu_012ZX6H2kSgrr41KFcoq5drK" + }, + { + "type": "tool_result", + "name": "toolu_012ZX6H2kSgrr41KFcoq5drK", + "result": " Determining projects to restore...\r\n Restored C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj (in 30 ms).\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n 0 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.71", + "toolId": "toolu_012ZX6H2kSgrr41KFcoq5drK" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Logging/RJLog.cs" + }, + "toolId": "toolu_016zLyhCbQCrhhm6ipzraKPF" + }, + { + "type": "tool_result", + "name": "toolu_016zLyhCbQCrhhm6ipzraKPF", + "result": "1\tusing System.Collections;\n2\tusing System.Collections.Generic;\n3\tusing System.Text;\n4\tusing System;\n5\tusing System.Linq;\n6\t\n7\tusing UnityEngine;\n8\t\n9\tnamespace Rokojori\n10\t{\n11\t \n12\t public class RJLog\n13\t {\n14\t static string _StringifyObjects( object obj, params object[] values )\n15\t {\n16\t string message = obj + \"\";\n17\t\n18\t for ( int i = 0; i < values.Length; i++ )\n19\t {\n20\t message += \" \" + values[ i ];\n21\t }\n22\t\n23\t return message;\n24\t }\n25\t\n26\t public static void Log( object obj, params object[] values )\n27\t {\n28\t Debug.Log( _StringifyObjects( obj, values ) );\n29\t }\n30\t\n31\t public static void Warn( object obj, params object[] values )\n32\t {\n33\t Debug.LogWarning( _StringifyObjects( obj, values ) );\n34\t }\n35\t\n36\t public static void Error( object obj, params object[] values )\n37\t {\n38\t Debug.LogError( _StringifyObjects( obj, values ) );\n39\t }\n40\t \n41\t }\n42\t\n43\t}", + "toolId": "toolu_016zLyhCbQCrhhm6ipzraKPF" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Extensions/ListExtensions.cs" + }, + "toolId": "toolu_015zbncFaCGNXzV4zAV7Pq8A" + }, + { + "type": "tool_result", + "name": "toolu_015zbncFaCGNXzV4zAV7Pq8A", + "result": "1\tusing System;\n2\tusing System.Collections.Generic;\n3\t\n4\tnamespace Rokojori\n5\t{\n6\t\n7\tpublic static class ListExtensions\n8\t{\n9\t public static bool Has( this List list, T item )\n10\t {\n11\t return list.IndexOf( item ) != - 1;\n12\t }\n13\t \n14\t public static void RemoveList( this List list, List removals )\n15\t {\n16\t foreach ( var item in removals )\n17\t {\n18\t list.Remove( item );\n19\t }\n20\t }\n21\t}\n22\t\n23\t}", + "toolId": "toolu_015zbncFaCGNXzV4zAV7Pq8A" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Events/EventProperty.cs" + }, + "toolId": "toolu_018JdSVHEAsKazohQKAQcP8W" + }, + { + "type": "tool_result", + "name": "toolu_018JdSVHEAsKazohQKAQcP8W", + "result": "1\tusing System.Collections;\n2\tusing System.Collections.Generic;\n3\tusing System.Text;\n4\tusing System;\n5\tusing System.Linq;\n6\t\n7\t\n8\tnamespace Rokojori\n9\t{\n10\t\n11\t public class ReadonlyEventProperty: EventSlot\n12\t {\n13\t protected T _value;\n14\t public T value\n15\t {\n16\t get { return _value; }\n17\t protected set { }\n18\t } \n19\t } \n20\t\n21\t public class EventProperty:ReadonlyEventProperty\n22\t {\n23\t public new T value\n24\t {\n25\t get { return _value; }\n26\t set \n27\t { \n28\t if ( IsEqual( _value, value ) )\n29\t {\n30\t return;\n31\t }\n32\t\n33\t _value = value; \n34\t DispatchEvent();\n35\t }\n36\t }\n37\t\n38\t public virtual void DispatchEvent()\n39\t {\n40\t _canModify = false;\n41\t\n42\t _actions.ForEach( a => { if ( a != null ){ a( _value ); } } );\n43\t \n44\t _UpdateLists();\n45\t\n46\t _canModify = true;\n47\t }\n48\t \n49\t\n50\t protected bool IsEqual( T oldValue, T newValue )\n51\t {\n52\t if ( oldValue == null && newValue == null )\n53\t {\n54\t return true;\n55\t }\n56\t\n57\t if ( oldValue == null || newValue == null )\n58\t {\n59\t return false;\n60\t }\n61\t\n62\t if ( EqualityComparer.Default.Equals( oldValue , newValue ) )\n63\t {\n64\t return true;\n65\t }\n66\t\n67\t return false;\n68\t }\n69\t\n70\t public void SetSilent( T value )\n71\t {\n72\t _value = value;\n73\t }\n74\t }\n75\t\n76\t\n77\t\n78\t}\n79\t", + "toolId": "toolu_018JdSVHEAsKazohQKAQcP8W" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Events/Null.cs" + }, + "toolId": "toolu_01GUo3XiqFGrDY2A4Q2ubc2N" + }, + { + "type": "tool_result", + "name": "toolu_01GUo3XiqFGrDY2A4Q2ubc2N", + "result": "1\tusing System.Collections;\n2\tusing System.Collections.Generic;\n3\tusing System.Text;\n4\tusing System;\n5\tusing System.Linq;\n6\t\n7\t\n8\tnamespace Rokojori\n9\t{ \n10\t public class Null\n11\t { \n12\t private Null(){}\n13\t }\n14\t\n15\t}", + "toolId": "toolu_01GUo3XiqFGrDY2A4Q2ubc2N" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "Assets/Scripts/Rokojori/Extensions/SceneExtensions.cs" + }, + "toolId": "toolu_01R72ojNNtww8iNhUQNofieg" + }, + { + "type": "tool_result", + "name": "toolu_01R72ojNNtww8iNhUQNofieg", + "result": "1\tusing System;\n2\tusing System.Collections.Generic;\n3\t\n4\tusing UnityEngine;\n5\tusing UnityEngine.SceneManagement;\n6\t\n7\tnamespace Rokojori\n8\t{\n9\t\n10\tpublic static class SceneExtensions\n11\t{\n12\t public static T Get( this Scene scene ) \n13\t {\n14\t var roots = scene.GetRootGameObjects();\n15\t\n16\t for ( int i = 0; i < roots.Length; i++ )\n17\t {\n18\t var t = roots[ i ].GetComponentInChildren();\n19\t\n20\t if ( t != null )\n21\t {\n22\t return t;\n23\t }\n24\t }\n25\t\n26\t \treturn default(T);\n27\t }\n28\t \n29\t public static T GetInOpenScenes()\n30\t {\n31\t var numScenes = SceneManager.sceneCount;\n32\t\n33\t for ( int i = 0; i < numScenes; i++ )\n34\t {\n35\t var scene = SceneManager.GetSceneAt( i );\n36\t\n37\t var obj = scene.Get();\n38\t\n39\t if ( obj != null )\n40\t {\n41\t return obj;\n42\t }\n43\t }\n44\t\n45\t return default(T);\n46\t }\n47\t}\n48\t\n49\t}", + "toolId": "toolu_01R72ojNNtww8iNhUQNofieg" + }, + { + "type": "tool_call", + "name": "Grep", + "args": { + "pattern": "OnReady", + "path": "Assets", + "output_mode": "content" + }, + "toolId": "toolu_01XE3vPLgEXGChS8Tx3opSZX" + }, + { + "type": "tool_result", + "name": "toolu_01XE3vPLgEXGChS8Tx3opSZX", + "result": "No matches found", + "toolId": "toolu_01XE3vPLgEXGChS8Tx3opSZX" + }, + { + "type": "tool_call", + "name": "Grep", + "args": { + "pattern": "CreateAssetMenu", + "path": "Assets", + "output_mode": "content" + }, + "toolId": "toolu_013FYi1Not8nHvwKb5opN9rc" + }, + { + "type": "tool_result", + "name": "toolu_013FYi1Not8nHvwKb5opN9rc", + "result": "Assets\\Scripts\\Rokojori\\Locales\\LocaleText.cs:6:[CreateAssetMenu( menuName = \"Rokojori/Locales/Locale Text\" )]", + "toolId": "toolu_013FYi1Not8nHvwKb5opN9rc" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateVariable.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\npublic abstract class GameStateVariable : ScriptableObject\n{\n // \"name\" is already the asset's own name (inherited from UnityEngine.Object).\n // \"key\" is the stable save identifier, independent of the asset being renamed.\n public string key;\n}\n\n}\n" + }, + "toolId": "toolu_017Av5iWfZGaX2kLWLW3kYjh" + }, + { + "type": "tool_result", + "name": "toolu_017Av5iWfZGaX2kLWLW3kYjh", + "result": "File created successfully at: Assets/Scripts/Rokojori/GameState/GameStateVariable.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_017Av5iWfZGaX2kLWLW3kYjh" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Game State/Game State Number Variable\" )]\npublic class GameStateNumberVariable : GameStateVariable\n{\n public double initialValue;\n\n public EventSlot onChanged = new EventSlot();\n}\n\n}\n" + }, + "toolId": "toolu_01TsgpSKC5yZWUAwu3FndrHX" + }, + { + "type": "tool_result", + "name": "toolu_01TsgpSKC5yZWUAwu3FndrHX", + "result": "File created successfully at: Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01TsgpSKC5yZWUAwu3FndrHX" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Game State/Game State Bool Variable\" )]\npublic class GameStateBoolVariable : GameStateVariable\n{\n public bool initialValue;\n\n public EventSlot onChanged = new EventSlot();\n}\n\n}\n" + }, + "toolId": "toolu_01LPzMPtL5B52K8L93iW5ZhN" + }, + { + "type": "tool_result", + "name": "toolu_01LPzMPtL5B52K8L93iW5ZhN", + "result": "File created successfully at: Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01LPzMPtL5B52K8L93iW5ZhN" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateManager.cs", + "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\npublic class GameStateManager : MonoBehaviour\n{\n public static GameStateManager instance => Unique.Get();\n\n public List variables = new List();\n\n Dictionary _numberValues = new Dictionary();\n Dictionary _boolValues = new Dictionary();\n\n void Awake()\n {\n _numberValues.Clear();\n _boolValues.Clear();\n\n variables.ForEach( v =>\n {\n if ( v is GameStateNumberVariable numberVariable )\n {\n _numberValues[ numberVariable ] = numberVariable.initialValue;\n }\n else if ( v is GameStateBoolVariable boolVariable )\n {\n _boolValues[ boolVariable ] = boolVariable.initialValue;\n }\n } );\n }\n\n public double GetValue( GameStateNumberVariable variable )\n {\n return _numberValues.TryGetValue( variable, out var value ) ? value : variable.initialValue;\n }\n\n public bool GetValue( GameStateBoolVariable variable )\n {\n return _boolValues.TryGetValue( variable, out var value ) ? value : variable.initialValue;\n }\n\n public void SetValue( GameStateNumberVariable variable, double value )\n {\n _numberValues[ variable ] = value;\n variable.onChanged.DispatchEvent( value );\n }\n\n public void SetValue( GameStateBoolVariable variable, bool value )\n {\n _boolValues[ variable ] = value;\n variable.onChanged.DispatchEvent( value );\n }\n\n [System.Serializable]\n class NumberEntry\n {\n public string key;\n public double value;\n }\n\n [System.Serializable]\n class BoolEntry\n {\n public string key;\n public bool value;\n }\n\n [System.Serializable]\n class SaveData\n {\n public List numbers = new List();\n public List bools = new List();\n }\n\n public string ToJson()\n {\n var data = new SaveData();\n\n foreach ( var pair in _numberValues )\n {\n data.numbers.Add( new NumberEntry{ key = pair.Key.key, value = pair.Value } );\n }\n\n foreach ( var pair in _boolValues )\n {\n data.bools.Add( new BoolEntry{ key = pair.Key.key, value = pair.Value } );\n }\n\n return JsonUtility.ToJson( data );\n }\n\n public void FromJson( string json )\n {\n var data = JsonUtility.FromJson( json );\n\n data.numbers.ForEach( entry =>\n {\n var variable = variables.Find( v => v is GameStateNumberVariable n && n.key == entry.key ) as GameStateNumberVariable;\n\n if ( variable != null )\n {\n SetValue( variable, entry.value );\n }\n } );\n\n data.bools.ForEach( entry =>\n {\n var variable = variables.Find( v => v is GameStateBoolVariable b && b.key == entry.key ) as GameStateBoolVariable;\n\n if ( variable != null )\n {\n SetValue( variable, entry.value );\n }\n } );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01SEe1swokdnBanZcuzWjPRy" + }, + { + "type": "tool_result", + "name": "toolu_01SEe1swokdnBanZcuzWjPRy", + "result": "File created successfully at: Assets/Scripts/Rokojori/GameState/GameStateManager.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01SEe1swokdnBanZcuzWjPRy" + }, + { + "type": "text", + "text": "Now let's verify this compiles as the test case before pressing ahead." + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -60", + "description": "Compile-check the new Game State Management classes", + "timeout": 180000 + }, + "toolId": "toolu_01LsTUC2BNgi9yCiub7t3YzA" + }, + { + "type": "tool_result", + "name": "toolu_01LsTUC2BNgi9yCiub7t3YzA", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n 2 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.56", + "toolId": "toolu_01LsTUC2BNgi9yCiub7t3YzA" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/IDialogDisplay.cs", + "content": "using System.Threading.Tasks;\n\nnamespace Rokojori\n{\n\npublic interface IDialogDisplay\n{\n Task Show( DialogBlock block );\n}\n\n}\n" + }, + "toolId": "toolu_01RKYpQGMcwEys2LeWdNwuBh" + }, + { + "type": "tool_result", + "name": "toolu_01RKYpQGMcwEys2LeWdNwuBh", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/IDialogDisplay.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01RKYpQGMcwEys2LeWdNwuBh" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogAnswer.cs", + "content": "namespace Rokojori\n{\n\npublic class DialogAnswer\n{\n // only meaningful when the shown block was a PlayerChoice\n public int selectedOptionIndex = -1;\n}\n\n}\n" + }, + "toolId": "toolu_01UJJCBdsdrN8uCtC61xjqrz" + }, + { + "type": "tool_result", + "name": "toolu_01UJJCBdsdrN8uCtC61xjqrz", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogAnswer.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01UJJCBdsdrN8uCtC61xjqrz" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogBlock.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\npublic abstract class DialogBlock : ScriptableObject\n{\n public DialogBlock next;\n\n // default behaviour: just continue to the next block in sequence\n public virtual Task Run( IDialogDisplay display )\n {\n return Task.FromResult( next );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01TJAuzLproPiJZbrRdKpA2X" + }, + { + "type": "tool_result", + "name": "toolu_01TJAuzLproPiJZbrRdKpA2X", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogBlock.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01TJAuzLproPiJZbrRdKpA2X" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Speaker.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Speaker\" )]\npublic class Speaker : ScriptableObject\n{\n public string displayName;\n}\n\n}\n" + }, + "toolId": "toolu_01BBvKTRZAmjBHSjczsXbtfr" + }, + { + "type": "tool_result", + "name": "toolu_01BBvKTRZAmjBHSjczsXbtfr", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Speaker.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01BBvKTRZAmjBHSjczsXbtfr" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogLine.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Dialog Line\" )]\npublic class DialogLine : DialogBlock\n{\n public Locale locale;\n public Speaker speaker;\n\n public override async Task Run( IDialogDisplay display )\n {\n await display.Show( this );\n\n return next;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01VV2jQdPxj2bmG4CRAeNBQ8" + }, + { + "type": "tool_result", + "name": "toolu_01VV2jQdPxj2bmG4CRAeNBQ8", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogLine.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01VV2jQdPxj2bmG4CRAeNBQ8" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogOption.cs", + "content": "namespace Rokojori\n{\n\n// The choices offered by a PlayerChoice block. Not a ScriptableObject of its\n// own - it only ever exists embedded inside a single PlayerChoice asset.\n[System.Serializable]\npublic class DialogOption\n{\n public Locale label;\n public DialogBlock next;\n\n // optional: state change applied when the player picks this option\n public GameStateAction action;\n}\n\n}\n" + }, + "toolId": "toolu_01WojXBMHSpxcYLS3ESDjUSW" + }, + { + "type": "tool_result", + "name": "toolu_01WojXBMHSpxcYLS3ESDjUSW", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogOption.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01WojXBMHSpxcYLS3ESDjUSW" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs", + "content": "using System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Player Choice\" )]\npublic class PlayerChoice : DialogBlock\n{\n public Locale choiceLine;\n public List options = new List();\n\n public override async Task Run( IDialogDisplay display )\n {\n var answer = await display.Show( this );\n var option = options[ answer.selectedOptionIndex ];\n\n if ( option.action != null )\n {\n option.action.Execute();\n }\n\n return option.next;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01FtUQ7Eu94ECTpuyLr5h3FC" + }, + { + "type": "tool_result", + "name": "toolu_01FtUQ7Eu94ECTpuyLr5h3FC", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01FtUQ7Eu94ECTpuyLr5h3FC" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogBranch.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Dialog Branch\" )]\npublic class DialogBranch : DialogBlock\n{\n public GameStateCondition condition;\n public DialogBlock branch;\n\n // no display involved - branching is resolved purely from game state\n public override Task Run( IDialogDisplay display )\n {\n return Task.FromResult( condition.Evaluate() ? branch : next );\n }\n}\n\n}\n" + }, + "toolId": "toolu_018q14maXcbkQMPXN9cg4B3w" + }, + { + "type": "tool_result", + "name": "toolu_018q14maXcbkQMPXN9cg4B3w", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogBranch.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_018q14maXcbkQMPXN9cg4B3w" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Return Block\" )]\npublic class ReturnBlock : DialogBlock\n{\n public override Task Run( IDialogDisplay display )\n {\n return Task.FromResult( null );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01HpMihejYk3fMTSS3fJH8tN" + }, + { + "type": "tool_result", + "name": "toolu_01HpMihejYk3fMTSS3fJH8tN", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/ReturnBlock.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01HpMihejYk3fMTSS3fJH8tN" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/CommentBlock.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n// Editor-only annotation. No gameplay effect - it just falls through to\n// \"next\", which is DialogBlock's default behaviour.\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Comment Block\" )]\npublic class CommentBlock : DialogBlock\n{\n [TextArea]\n public string comment;\n}\n\n}\n" + }, + "toolId": "toolu_01Mett1oKWVwPQGbFHDrUfjc" + }, + { + "type": "tool_result", + "name": "toolu_01Mett1oKWVwPQGbFHDrUfjc", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/CommentBlock.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Mett1oKWVwPQGbFHDrUfjc" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogList.cs", + "content": "using System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n// A reusable, self-contained run of blocks, authored and moved around as one\n// asset. Assumption pending confirmation: \"blocks\" is a flat linear sequence\n// of content nodes (DialogLine, CommentBlock, ...) - each child's own \"next\"\n// is ignored while inside the list, since ordering here is authoritative.\n// Once the list is exhausted, control hands off to this DialogList's \"next\".\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Dialog List\" )]\npublic class DialogList : DialogBlock\n{\n public List blocks = new List();\n\n public override async Task Run( IDialogDisplay display )\n {\n for ( int i = 0; i < blocks.Count; i++ )\n {\n await blocks[ i ].Run( display );\n }\n\n return next;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01Qo3dmVriQLrNcExJRSRAJR" + }, + { + "type": "tool_result", + "name": "toolu_01Qo3dmVriQLrNcExJRSRAJR", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogList.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Qo3dmVriQLrNcExJRSRAJR" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs", + "content": "using System.Threading.Tasks;\n\nnamespace Rokojori\n{\n\n// Standalone cursor engine - knows nothing about DialogManager, UI, or the\n// simulation loop. Only ever talks to the display it was given.\npublic class DialogProcessor\n{\n IDialogDisplay display;\n\n public DialogProcessor( IDialogDisplay display )\n {\n this.display = display;\n }\n\n public async Task Run( DialogBlock start )\n {\n var current = start;\n\n while ( current != null )\n {\n current = await current.Run( display );\n }\n }\n}\n\n}\n" + }, + "toolId": "toolu_01Lsdp8VwUrcyJMM7DdQVMnF" + }, + { + "type": "tool_result", + "name": "toolu_01Lsdp8VwUrcyJMM7DdQVMnF", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Lsdp8VwUrcyJMM7DdQVMnF" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogManager.cs", + "content": "using System;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n// The UI-facing singleton and the only entry point for running a dialog.\n// Can be called directly (menus, cutscenes, ...) or from a DialogPhase.\npublic class DialogManager : MonoBehaviour, IDialogDisplay\n{\n public static DialogManager instance => Unique.Get();\n\n public async Task StartDialog( DialogBlock start )\n {\n var processor = new DialogProcessor( this );\n await processor.Run( start );\n }\n\n // Called by DialogProcessor when a block needs to be shown. UI wiring\n // (text, portraits, choice buttons) isn't built yet - Assets/UI is still\n // empty - so this intentionally fails loudly instead of pretending to work.\n public Task Show( DialogBlock block )\n {\n throw new NotImplementedException( \"DialogManager UI wiring is not implemented yet.\" );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01C6xFVp8Ho5J8N9huLrUjTQ" + }, + { + "type": "tool_result", + "name": "toolu_01C6xFVp8Ho5J8N9huLrUjTQ", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/DialogManager.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01C6xFVp8Ho5J8N9huLrUjTQ" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/GameStateCondition.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\npublic abstract class GameStateCondition : ScriptableObject\n{\n public abstract bool Evaluate();\n}\n\n}\n" + }, + "toolId": "toolu_01MswDE11AbApzRJF287ix79" + }, + { + "type": "tool_result", + "name": "toolu_01MswDE11AbApzRJF287ix79", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Conditions/GameStateCondition.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01MswDE11AbApzRJF287ix79" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\npublic enum CompareOperator\n{\n Equal,\n NotEqual,\n GreaterThan,\n GreaterOrEqual,\n LessThan,\n LessOrEqual\n}\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Conditions/Compare Int\" )]\npublic class CompareInt : GameStateCondition\n{\n public GameStateNumberVariable variable;\n public CompareOperator comparison;\n public int value;\n\n public override bool Evaluate()\n {\n var current = GameStateManager.instance.GetValue( variable );\n\n switch ( comparison )\n {\n case CompareOperator.Equal: return current == value;\n case CompareOperator.NotEqual: return current != value;\n case CompareOperator.GreaterThan: return current > value;\n case CompareOperator.GreaterOrEqual: return current >= value;\n case CompareOperator.LessThan: return current < value;\n case CompareOperator.LessOrEqual: return current <= value;\n }\n\n return false;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01RBqDgkhQifPshBoAqHMkmC" + }, + { + "type": "tool_result", + "name": "toolu_01RBqDgkhQifPshBoAqHMkmC", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01RBqDgkhQifPshBoAqHMkmC" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n// There is no inventory/object system yet, so \"having an object\" is modelled\n// as a GameStateBoolVariable flag until one exists.\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Conditions/Has Object\" )]\npublic class HasObject : GameStateCondition\n{\n public GameStateBoolVariable variable;\n\n public override bool Evaluate()\n {\n return GameStateManager.instance.GetValue( variable );\n }\n}\n\n}\n" + }, + "toolId": "toolu_013okQe7g8CAo57JLhW3YpxE" + }, + { + "type": "tool_result", + "name": "toolu_013okQe7g8CAo57JLhW3YpxE", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_013okQe7g8CAo57JLhW3YpxE" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs", + "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\npublic enum ListConditionMode\n{\n All,\n AtLeastOne,\n None\n}\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Conditions/List Condition\" )]\npublic class ListCondition : GameStateCondition\n{\n public ListConditionMode mode = ListConditionMode.All;\n public List conditions = new List();\n\n public override bool Evaluate()\n {\n switch ( mode )\n {\n case ListConditionMode.All: return conditions.TrueForAll( c => c.Evaluate() );\n case ListConditionMode.AtLeastOne: return conditions.Exists( c => c.Evaluate() );\n case ListConditionMode.None: return ! conditions.Exists( c => c.Evaluate() );\n }\n\n return false;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01SZUpF9xaD8PmnrH769KUJK" + }, + { + "type": "tool_result", + "name": "toolu_01SZUpF9xaD8PmnrH769KUJK", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01SZUpF9xaD8PmnrH769KUJK" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/GameStateAction.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\npublic abstract class GameStateAction : ScriptableObject\n{\n public abstract void Execute();\n}\n\n}\n" + }, + "toolId": "toolu_01E2n3vJ8TX26aFwZ8ZDmcBk" + }, + { + "type": "tool_result", + "name": "toolu_01E2n3vJ8TX26aFwZ8ZDmcBk", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Actions/GameStateAction.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01E2n3vJ8TX26aFwZ8ZDmcBk" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n// Set either a number or a bool variable (whichever reference is assigned).\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Actions/Set Property\" )]\npublic class SetProperty : GameStateAction\n{\n public GameStateNumberVariable numberVariable;\n public double numberValue;\n\n public GameStateBoolVariable boolVariable;\n public bool boolValue;\n\n public override void Execute()\n {\n if ( numberVariable != null )\n {\n GameStateManager.instance.SetValue( numberVariable, numberValue );\n }\n\n if ( boolVariable != null )\n {\n GameStateManager.instance.SetValue( boolVariable, boolValue );\n }\n }\n}\n\n}\n" + }, + "toolId": "toolu_01CgbBGM9jAvYbNzB9E54Ajy" + }, + { + "type": "tool_result", + "name": "toolu_01CgbBGM9jAvYbNzB9E54Ajy", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01CgbBGM9jAvYbNzB9E54Ajy" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs", + "content": "using UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Actions/Modify Property\" )]\npublic class ModifyProperty : GameStateAction\n{\n public GameStateNumberVariable variable;\n public double delta;\n\n public override void Execute()\n {\n var manager = GameStateManager.instance;\n manager.SetValue( variable, manager.GetValue( variable ) + delta );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01Xz5JUZ4ZzsmScqLX6bpgrj" + }, + { + "type": "tool_result", + "name": "toolu_01Xz5JUZ4ZzsmScqLX6bpgrj", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Xz5JUZ4ZzsmScqLX6bpgrj" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/ActionList.cs", + "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n[CreateAssetMenu( menuName = \"Rokojori/Dialog/Actions/Action List\" )]\npublic class ActionList : GameStateAction\n{\n public List actions = new List();\n\n public override void Execute()\n {\n actions.ForEach( a => a.Execute() );\n }\n}\n\n}\n" + }, + "toolId": "toolu_01BAJDb8vd73xoYd5dcRhnwn" + }, + { + "type": "tool_result", + "name": "toolu_01BAJDb8vd73xoYd5dcRhnwn", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Actions/ActionList.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01BAJDb8vd73xoYd5dcRhnwn" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Dialog/Testing/HeadlessDialogDisplay.cs", + "content": "using System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\n\nnamespace Rokojori\n{\n\n// Drives a dialog without any UI - auto-answers PlayerChoice blocks and logs\n// the path taken, so DialogProcessor can be exercised in isolation.\npublic class HeadlessDialogDisplay : IDialogDisplay\n{\n public List visitedBlocks = new List();\n\n public Func chooseOption = choice => 0;\n\n public Task Show( DialogBlock block )\n {\n visitedBlocks.Add( block );\n\n var answer = new DialogAnswer();\n\n if ( block is PlayerChoice choice )\n {\n answer.selectedOptionIndex = chooseOption( choice );\n }\n\n return Task.FromResult( answer );\n }\n}\n\n}\n" + }, + "toolId": "toolu_0189aw9qDruUFKw49Kwx6eBX" + }, + { + "type": "tool_result", + "name": "toolu_0189aw9qDruUFKw49Kwx6eBX", + "result": "File created successfully at: Assets/Scripts/Rokojori/Dialog/Testing/HeadlessDialogDisplay.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_0189aw9qDruUFKw49Kwx6eBX" + }, + { + "type": "text", + "text": "Now let's compile-check the whole batch." + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -100", + "description": "Compile-check all Game State + Dialog Management classes", + "timeout": 180000 + }, + "toolId": "toolu_018ptU8w44UD5GpGcd9ApBjq" + }, + { + "type": "tool_result", + "name": "toolu_018ptU8w44UD5GpGcd9ApBjq", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n 2 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.55", + "toolId": "toolu_018ptU8w44UD5GpGcd9ApBjq" + }, + { + "type": "text", + "text": "Both core systems are compiling cleanly, faster than expected. There's enough runway left to also tackle Simulation Management (the newly added To Do item) — it also unblocks `DialogPhase`, which the tech outline calls for but couldn't be written until `GamePhase` exists. Continuing." + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Simulation/GamePhase.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\npublic abstract class GamePhase : ScriptableObject\n{\n public abstract Task Execute( GameStateManager state, SimulationRenderer renderer );\n\n // set true from inside Execute to end the game early\n public bool gameFinished;\n}\n\n}\n" + }, + "toolId": "toolu_01Hvc4ePVy8ViYCzaqUBKJNv" + }, + { + "type": "tool_result", + "name": "toolu_01Hvc4ePVy8ViYCzaqUBKJNv", + "result": "File created successfully at: Assets/Scripts/Rokojori/Simulation/GamePhase.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Hvc4ePVy8ViYCzaqUBKJNv" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Simulation/SimulationCommand.cs", + "content": "namespace Rokojori\n{\n\n// Base for the commands a GamePhase hands to the SimulationRenderer\n// (animation, UI, VFX, ...). No concrete commands exist yet.\npublic abstract class SimulationCommand\n{\n}\n\n}\n" + }, + "toolId": "toolu_01TKArrs2iLTB9iuJUpc1a7y" + }, + { + "type": "tool_result", + "name": "toolu_01TKArrs2iLTB9iuJUpc1a7y", + "result": "File created successfully at: Assets/Scripts/Rokojori/Simulation/SimulationCommand.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01TKArrs2iLTB9iuJUpc1a7y" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Simulation/SimulationRenderer.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n// The only thing a GamePhase is allowed to touch Unity through. No concrete\n// rendering/animation pipeline is wired up yet, so Enqueue completes\n// immediately - this is a placeholder, not a working renderer.\npublic class SimulationRenderer : MonoBehaviour\n{\n public static SimulationRenderer instance => Unique.Get();\n\n public virtual Task Enqueue( SimulationCommand command )\n {\n return Task.CompletedTask;\n }\n}\n\n}\n" + }, + "toolId": "toolu_01AKXqzd3oXJPp8hC674rWQD" + }, + { + "type": "tool_result", + "name": "toolu_01AKXqzd3oXJPp8hC674rWQD", + "result": "File created successfully at: Assets/Scripts/Rokojori/Simulation/SimulationRenderer.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01AKXqzd3oXJPp8hC674rWQD" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Simulation/SimulationManager.cs", + "content": "using System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\npublic class SimulationManager : MonoBehaviour\n{\n public static SimulationManager instance => Unique.Get();\n\n public List intro = new List();\n public List preTurn = new List();\n public List playerTurn = new List();\n public List postTurn = new List();\n public List outro = new List();\n\n // No Player type exists yet - intro phases are expected to set this\n // (e.g. from a GameStateNumberVariable) before the turn loop starts.\n public int playerCount = 1;\n\n bool _gameFinished;\n\n public async Task Run()\n {\n _gameFinished = false;\n\n await RunPhases( intro );\n\n while ( ! _gameFinished )\n {\n await RunPhases( preTurn );\n\n for ( int i = 0; i < playerCount && ! _gameFinished; i++ )\n {\n await RunPhases( playerTurn );\n }\n\n if ( ! _gameFinished )\n {\n await RunPhases( postTurn );\n }\n }\n\n await RunPhases( outro );\n }\n\n async Task RunPhases( List phases )\n {\n for ( int i = 0; i < phases.Count; i++ )\n {\n var phase = phases[ i ];\n\n await phase.Execute( GameStateManager.instance, SimulationRenderer.instance );\n\n if ( phase.gameFinished )\n {\n _gameFinished = true;\n return;\n }\n }\n }\n}\n\n}\n" + }, + "toolId": "toolu_011rbS7vtmStErxQeZ8MMKga" + }, + { + "type": "tool_result", + "name": "toolu_011rbS7vtmStErxQeZ8MMKga", + "result": "File created successfully at: Assets/Scripts/Rokojori/Simulation/SimulationManager.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_011rbS7vtmStErxQeZ8MMKga" + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "Assets/Scripts/Rokojori/Simulation/DialogPhase.cs", + "content": "using System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace Rokojori\n{\n\n// Thin wrapper so a dialog can be one step in the turn loop. All the real\n// logic lives in DialogManager/DialogProcessor - this just awaits it.\n[CreateAssetMenu( menuName = \"Rokojori/Simulation/Dialog Phase\" )]\npublic class DialogPhase : GamePhase\n{\n public DialogBlock start;\n\n public override async Task Execute( GameStateManager state, SimulationRenderer renderer )\n {\n await DialogManager.instance.StartDialog( start );\n }\n}\n\n}\n" + }, + "toolId": "toolu_018ffP4EjGYeraV4bU5hG7Bw" + }, + { + "type": "tool_result", + "name": "toolu_018ffP4EjGYeraV4bU5hG7Bw", + "result": "File created successfully at: Assets/Scripts/Rokojori/Simulation/DialogPhase.cs (file state is current in your context — no need to Read it back)", + "toolId": "toolu_018ffP4EjGYeraV4bU5hG7Bw" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -100", + "description": "Compile-check the full set including Simulation Management", + "timeout": 180000 + }, + "toolId": "toolu_01VPxcEWzBSfVXazZ5Nndrbq" + }, + { + "type": "tool_result", + "name": "toolu_01VPxcEWzBSfVXazZ5Nndrbq", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n 2 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.52", + "toolId": "toolu_01VPxcEWzBSfVXazZ5Nndrbq" + }, + { + "type": "text", + "text": "All three To Do items compile cleanly now. Let me follow the project's own conventions for wrapping up — checking the Update History / Update Tasks / Update Outline action pages before touching the workspace." + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/actions/update-history/index.page" + }, + "toolId": "toolu_01AVGMoyLqSriTRELxutaFvj" + }, + { + "type": "tool_result", + "name": "toolu_01AVGMoyLqSriTRELxutaFvj", + "result": "1\t\n2\t\n3\t \n4\t Update History — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Update History

      \n15\t
      \n16\t\n17\t

      When to Run

      At the end of every working session, before closing. This is not optional — a missing history entry means lost context for the next session.

      Where to Put It

      Add a new entry at the top of history/index.page.

      For long or complex sessions, create a dedicated .page file inside a dated folder (e.g. history/2026/08-August/04-Tuesday/session-name.page) and link to it from the index.
      \n18\t

      What to Write

      What was built or changed — be specific about systems, files, and behaviours. Name the things that changed.

      Decisions made and why — include the reasoning behind choices. This is the most valuable part. Future agents will use it to avoid undoing deliberate decisions.

      Anything surprising or non-obvious — constraints discovered, bugs encountered, workarounds applied. If it surprised you, it will surprise the next reader too.

      What was not done and why — if something was considered and deliberately skipped, note it. Prevents the same ground being covered again.

      What to Skip

      Do not copy code into history entries — reference files instead. Do not repeat what is already obvious from the code. Do not write step-by-step procedures — those belong in guides.
      \n19\t
      \n20\t
      \n21\t\n22\t\n23\t\n24\t\n25\t", + "toolId": "toolu_01AVGMoyLqSriTRELxutaFvj" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/actions/update-tasks/index.page" + }, + "toolId": "toolu_01LAfktdTS88xAUpQZAabPNn" + }, + { + "type": "tool_result", + "name": "toolu_01LAfktdTS88xAUpQZAabPNn", + "result": "1\t\n2\t\n3\t \n4\t Update Tasks — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Update Boards

      \n15\t
      \n16\t\n17\t

      When to Run

      Run this action:

      - After completing a task
      - When starting a new task
      - At the end of each working session

      Open boards/tasks.page to begin.
      \n18\t

      Steps

      1. Move completed items from To Do or In Progress to Done.

      2. Move newly-started items to In Progress. There should be at most one or two items in progress at any time.

      3. Add new tasks to To Do. Write each task so it is self-contained - an agent or future you should be able to pick it up without asking questions.

      4. Remove tasks that are no longer relevant. If the reason for removing is non-obvious, add a one-line note in the history entry instead.

      5. Check boards/backlog.page. If anything there is now concrete enough to become a task, move it to To Do.
      \n19\t
      \n20\t
      \n21\t\n22\t\n23\t\n24\t\n25\t", + "toolId": "toolu_01LAfktdTS88xAUpQZAabPNn" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/actions/update-outline/index.page" + }, + "toolId": "toolu_01TTVAZ4NovjPrbs9zZE7JqF" + }, + { + "type": "tool_result", + "name": "toolu_01TTVAZ4NovjPrbs9zZE7JqF", + "result": "1\t\n2\t\n3\t \n4\t Update Outline — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Update Outline

      \n15\t
      \n16\t\n17\t

      When to Run

      Only when something changes at the project level:

      - A new system or major feature was built
      - A key architectural or technical decision was made
      - The project scope or goals shifted
      - A significant dependency was added or removed

      Do not run this for routine task completion. The outline describes what the project is, not what happened today.
      \n18\t

      What to Update


      What it is - update if the project scope or purpose shifted. Keep this to two or three sentences. It is the first thing any agent reads.

      What exists now - add newly built systems. Remove things that were removed or replaced. Include key implementation details an agent needs to work with the system.

      What's next - replace completed priorities with current ones. Keep this honest - a stale \"what's next\" is worse than an empty one.

      Keep the outline concise and authoritative. Long outlines with implementation details go stale faster and slow agents down. Link to guides for depth.
      \n19\t
      \n20\t
      \n21\t\n22\t\n23\t\n24\t\n25\t", + "toolId": "toolu_01TTVAZ4NovjPrbs9zZE7JqF" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/guides/index.page" + }, + "toolId": "toolu_01S7L3ixAyFAb13rDzTa3gF1" + }, + { + "type": "tool_result", + "name": "toolu_01S7L3ixAyFAb13rDzTa3gF1", + "result": "1\t\n2\t\n3\t \n4\t Guides — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Guides

      \n15\t
      \n16\t\n17\t

      What Guides Are

      Guides are rules for agents when executing tasks.  They ensure workflows, conventions and expectations are consistent.
      \n18\t
      \n19\t\n20\t

      Using Workspaces

      What the workspace folder is, how memory is organised, what goes where, and how to keep it current. Start here if you are new to this project or this system. Read the guide.

      Workflow

      The session rhythm: what to read at the start, what to run at the end, and how agents should orient before starting work. Read the guide.
      \n21\t

      Agent Conduct

      How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

      Adding More Guides

      Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
      \n22\t
      \n23\t\n24\t\n25\t\n26\t\n27\t\n28\t", + "toolId": "toolu_01S7L3ixAyFAb13rDzTa3gF1" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "workspace/guides/Writing-C#/index.page" + }, + "toolId": "toolu_01GVNwpgWbWASr7pkMJdYVcT" + }, + { + "type": "tool_result", + "name": "toolu_01GVNwpgWbWASr7pkMJdYVcT", + "result": "1\t\n2\t\n3\t \n4\t Writing-C#\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Writing C#

      \n15\t
      \n16\t\n17\t BRACKETS ON NEW LINE
      \n18\t All brackets should be placed on a new line and not at the same line. 

      CAMELCASE
      \n19\t The default is in lowercase and camelcase. Only the following start with an uppercase:\n20\t class names, const/static/readonly members and only in C#: methods.

      TABS ARE TWO SPACES
      \n21\t Never use real hard tabs use always soft tabs with two spaces. 

      SPACE FOR OPERATORS & BRACKETS
      \n22\t All operators should have spaces, brackets after openers and before closers. 

      NO PARAMETRIC CONSTRUCTORS
      \n23\t Don't create constructors that hide the no-parameters constructor. Use static functions with meaningful names\n24\t for instance creation. In most languages the best way is to not define any constructors. 

      EARLY EXIT
      \n25\t Avoid nesting conditional statements and return/continue/break early when possible. 

      SHORT FUNCTIONS
      \n26\t Avoid deep and long functions with lots of instructions and inline documentation. \n27\t Just put a logical block into a function and give it a meaningful name. 

                   
      \n28\t
      NO PRIVATE
      Don't make anything private - only protected. Don't use setters/getters that don't do anything. Everything can be public. Only stuff that really needs to be or will change in the future should be protected, most likely the following rule is better.

      UNDERSCORE PREFIX MEMBERS
      Rather use public members with an underscore prefix, when things are mainly used internally, or could change or are hard to understand. Underscores mean: \"Please check/ask the doc/contributors for this variable or don't use it when you are not certain\" 

      AUTOMATIC TYPES
      Use auto in C++ or var in C# when possible. 

      NON-NULLABLE CLASSES ARE EVIL
      Don't use non-nullable classes whenever possible. There was a reason null was invented 2000 years ago ;) 

      LEFT-HAND CONST IN COMPARISON
      In comparisons, a const value should be on the left, the variable on the right. The only exceptions are null/undefined checks, they should always be right. 

      AVOID SWITCH
      Try to use if- and else-if-branches instead of switch.

      INITIALIZE
      Try to give all members initial values.
      \n29\t
      \n30\tpublic class MyClass\n31\t{\n32\t [Export]\n33\t public string name = \"\";\n34\t\n35\t [Export]\n36\t public int value = 0;\n37\t\n38\t public List<string> data = [];\n39\t\n40\t public static MyClass Create( string name, int number = 1 )\n41\t {\n42\t var mc = new MyClass();\n43\t mc.name = name;\n44\t mc.value = value; \n45\t\n46\t return mc;\n47\t }\n48\t\n49\t\n50\t public void doStuff( string command )\n51\t {\n52\t if ( command == null )\n53\t {\n54\t return;\n55\t }\n56\t\n57\t if ( \"set\" == command )\n58\t {\n59\t value = 1;\n60\t }\n61\t else if ( \"set:3\" == command )\n62\t {\n63\t value = 3;\n64\t }\n65\t else if ( \"data:4:x\" == command )\n66\t {\n67\t data[ 4 ] = \"x\";\n68\t }\n69\t\n70\t }\n71\t}\n72\t\n73\t\n74\t
      \n75\t\n76\t\n77\t\n78\t\n79\t", + "toolId": "toolu_01GVNwpgWbWASr7pkMJdYVcT" + }, + { + "type": "text", + "text": "The project has its own C# style guide (`guides/Writing-C#`) that isn't linked from the main guides index, so I hadn't seen it before writing this code. It bans bare `private`, bans parameterized constructors (static factory methods instead), avoids `switch`, and wants explicit initial values and constants-on-the-left in comparisons. Let me bring the new files in line with it." + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateVariable.cs", + "old_string": " public string key;", + "new_string": " public string key = \"\";" + }, + "toolId": "toolu_015pLEV1sZ311VeDP21pcTAX" + }, + { + "type": "tool_result", + "name": "toolu_015pLEV1sZ311VeDP21pcTAX", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateVariable.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_015pLEV1sZ311VeDP21pcTAX" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs", + "old_string": " public double initialValue;", + "new_string": " public double initialValue = 0;" + }, + "toolId": "toolu_01X6X1yuBtC238Qx9Ffg2KqU" + }, + { + "type": "tool_result", + "name": "toolu_01X6X1yuBtC238Qx9Ffg2KqU", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateNumberVariable.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01X6X1yuBtC238Qx9Ffg2KqU" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs", + "old_string": " public bool initialValue;", + "new_string": " public bool initialValue = false;" + }, + "toolId": "toolu_01Voqq3ofDhP3fbLDpugsXgq" + }, + { + "type": "tool_result", + "name": "toolu_01Voqq3ofDhP3fbLDpugsXgq", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateBoolVariable.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Voqq3ofDhP3fbLDpugsXgq" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogBlock.cs", + "old_string": " public DialogBlock next;", + "new_string": " public DialogBlock next = null;" + }, + "toolId": "toolu_01KU6Y61ogr8vhMZcwMBMA8P" + }, + { + "type": "tool_result", + "name": "toolu_01KU6Y61ogr8vhMZcwMBMA8P", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogBlock.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01KU6Y61ogr8vhMZcwMBMA8P" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Speaker.cs", + "old_string": " public string displayName;", + "new_string": " public string displayName = \"\";" + }, + "toolId": "toolu_0164R3EsxW5JcDDF6KuLx4fq" + }, + { + "type": "tool_result", + "name": "toolu_0164R3EsxW5JcDDF6KuLx4fq", + "result": "The file Assets/Scripts/Rokojori/Dialog/Speaker.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_0164R3EsxW5JcDDF6KuLx4fq" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogLine.cs", + "old_string": " public Locale locale;\n public Speaker speaker;", + "new_string": " public Locale locale = null;\n public Speaker speaker = null;" + }, + "toolId": "toolu_01SVo1MSavLmLZcLAouHgwkF" + }, + { + "type": "tool_result", + "name": "toolu_01SVo1MSavLmLZcLAouHgwkF", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogLine.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01SVo1MSavLmLZcLAouHgwkF" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogOption.cs", + "old_string": " public Locale label;\n public DialogBlock next;\n\n // optional: state change applied when the player picks this option\n public GameStateAction action;", + "new_string": " public Locale label = null;\n public DialogBlock next = null;\n\n // optional: state change applied when the player picks this option\n public GameStateAction action = null;" + }, + "toolId": "toolu_01HwyBYXo8SaMyzHSffsGNgN" + }, + { + "type": "tool_result", + "name": "toolu_01HwyBYXo8SaMyzHSffsGNgN", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogOption.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01HwyBYXo8SaMyzHSffsGNgN" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs", + "old_string": " public Locale choiceLine;", + "new_string": " public Locale choiceLine = null;" + }, + "toolId": "toolu_01Hzrv3CKR51PsUby6CFBvrc" + }, + { + "type": "tool_result", + "name": "toolu_01Hzrv3CKR51PsUby6CFBvrc", + "result": "The file Assets/Scripts/Rokojori/Dialog/PlayerChoice.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01Hzrv3CKR51PsUby6CFBvrc" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogBranch.cs", + "old_string": " public GameStateCondition condition;\n public DialogBlock branch;", + "new_string": " public GameStateCondition condition = null;\n public DialogBlock branch = null;" + }, + "toolId": "toolu_018DPpdHXeTUGA9WVUpxs2HQ" + }, + { + "type": "tool_result", + "name": "toolu_018DPpdHXeTUGA9WVUpxs2HQ", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogBranch.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_018DPpdHXeTUGA9WVUpxs2HQ" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/CommentBlock.cs", + "old_string": " public string comment;", + "new_string": " public string comment = \"\";" + }, + "toolId": "toolu_01AsKN3QAKr3Cq8oYYDWDJDe" + }, + { + "type": "tool_result", + "name": "toolu_01AsKN3QAKr3Cq8oYYDWDJDe", + "result": "The file Assets/Scripts/Rokojori/Dialog/CommentBlock.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01AsKN3QAKr3Cq8oYYDWDJDe" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs", + "old_string": " public GameStateNumberVariable variable;\n public CompareOperator comparison;\n public int value;\n\n public override bool Evaluate()\n {\n var current = GameStateManager.instance.GetValue( variable );\n\n switch ( comparison )\n {\n case CompareOperator.Equal: return current == value;\n case CompareOperator.NotEqual: return current != value;\n case CompareOperator.GreaterThan: return current > value;\n case CompareOperator.GreaterOrEqual: return current >= value;\n case CompareOperator.LessThan: return current < value;\n case CompareOperator.LessOrEqual: return current <= value;\n }\n\n return false;\n }", + "new_string": " public GameStateNumberVariable variable = null;\n public CompareOperator comparison = CompareOperator.Equal;\n public int value = 0;\n\n public override bool Evaluate()\n {\n var current = GameStateManager.instance.GetValue( variable );\n\n if ( CompareOperator.Equal == comparison ) return value == current;\n if ( CompareOperator.NotEqual == comparison ) return value != current;\n if ( CompareOperator.GreaterThan == comparison ) return current > value;\n if ( CompareOperator.GreaterOrEqual == comparison ) return current >= value;\n if ( CompareOperator.LessThan == comparison ) return current < value;\n if ( CompareOperator.LessOrEqual == comparison ) return current <= value;\n\n return false;\n }" + }, + "toolId": "toolu_014eAUenzchjLkFjDhonwoCV" + }, + { + "type": "tool_result", + "name": "toolu_014eAUenzchjLkFjDhonwoCV", + "result": "The file Assets/Scripts/Rokojori/Dialog/Conditions/CompareInt.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_014eAUenzchjLkFjDhonwoCV" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs", + "old_string": " public GameStateBoolVariable variable;", + "new_string": " public GameStateBoolVariable variable = null;" + }, + "toolId": "toolu_01RuoVGefV5rWdW6XiU9mAzY" + }, + { + "type": "tool_result", + "name": "toolu_01RuoVGefV5rWdW6XiU9mAzY", + "result": "The file Assets/Scripts/Rokojori/Dialog/Conditions/HasObject.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01RuoVGefV5rWdW6XiU9mAzY" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs", + "old_string": " public override bool Evaluate()\n {\n switch ( mode )\n {\n case ListConditionMode.All: return conditions.TrueForAll( c => c.Evaluate() );\n case ListConditionMode.AtLeastOne: return conditions.Exists( c => c.Evaluate() );\n case ListConditionMode.None: return ! conditions.Exists( c => c.Evaluate() );\n }\n\n return false;\n }", + "new_string": " public override bool Evaluate()\n {\n if ( ListConditionMode.All == mode ) return conditions.TrueForAll( c => c.Evaluate() );\n if ( ListConditionMode.AtLeastOne == mode ) return conditions.Exists( c => c.Evaluate() );\n if ( ListConditionMode.None == mode ) return ! conditions.Exists( c => c.Evaluate() );\n\n return false;\n }" + }, + "toolId": "toolu_01E6FH8QY3Cus7MQpPa6vXwg" + }, + { + "type": "tool_result", + "name": "toolu_01E6FH8QY3Cus7MQpPa6vXwg", + "result": "The file Assets/Scripts/Rokojori/Dialog/Conditions/ListCondition.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01E6FH8QY3Cus7MQpPa6vXwg" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs", + "old_string": " public GameStateNumberVariable numberVariable;\n public double numberValue;\n\n public GameStateBoolVariable boolVariable;\n public bool boolValue;", + "new_string": " public GameStateNumberVariable numberVariable = null;\n public double numberValue = 0;\n\n public GameStateBoolVariable boolVariable = null;\n public bool boolValue = false;" + }, + "toolId": "toolu_01WLAnuNX7yHa9iauy9C6NXX" + }, + { + "type": "tool_result", + "name": "toolu_01WLAnuNX7yHa9iauy9C6NXX", + "result": "The file Assets/Scripts/Rokojori/Dialog/Actions/SetProperty.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01WLAnuNX7yHa9iauy9C6NXX" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs", + "old_string": " public GameStateNumberVariable variable;\n public double delta;", + "new_string": " public GameStateNumberVariable variable = null;\n public double delta = 0;" + }, + "toolId": "toolu_01URWQH7LmNMWCgQhHMdztzk" + }, + { + "type": "tool_result", + "name": "toolu_01URWQH7LmNMWCgQhHMdztzk", + "result": "The file Assets/Scripts/Rokojori/Dialog/Actions/ModifyProperty.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01URWQH7LmNMWCgQhHMdztzk" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Simulation/GamePhase.cs", + "old_string": " public bool gameFinished;", + "new_string": " public bool gameFinished = false;" + }, + "toolId": "toolu_01GfQnzjw5Sj1dmhG57dhEEy" + }, + { + "type": "tool_result", + "name": "toolu_01GfQnzjw5Sj1dmhG57dhEEy", + "result": "The file Assets/Scripts/Rokojori/Simulation/GamePhase.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01GfQnzjw5Sj1dmhG57dhEEy" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Simulation/DialogPhase.cs", + "old_string": " public DialogBlock start;", + "new_string": " public DialogBlock start = null;" + }, + "toolId": "toolu_01HguevNQmNbCNbGMSurMjsQ" + }, + { + "type": "tool_result", + "name": "toolu_01HguevNQmNbCNbGMSurMjsQ", + "result": "The file Assets/Scripts/Rokojori/Simulation/DialogPhase.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01HguevNQmNbCNbGMSurMjsQ" + }, + { + "type": "text", + "text": "Now the bigger structural fixes — GameStateManager's private-by-default fields, the DialogProcessor constructor, and SimulationManager's visibility." + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateManager.cs", + "old_string": " Dictionary _numberValues = new Dictionary();\n Dictionary _boolValues = new Dictionary();\n\n void Awake()", + "new_string": " public Dictionary _numberValues = new Dictionary();\n public Dictionary _boolValues = new Dictionary();\n\n public void Awake()" + }, + "toolId": "toolu_01NTtP7usUDvXB6XzuguJzWf" + }, + { + "type": "tool_result", + "name": "toolu_01NTtP7usUDvXB6XzuguJzWf", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01NTtP7usUDvXB6XzuguJzWf" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateManager.cs", + "old_string": " [System.Serializable]\n class NumberEntry\n {\n public string key;\n public double value;\n }\n\n [System.Serializable]\n class BoolEntry\n {\n public string key;\n public bool value;\n }\n\n [System.Serializable]\n class SaveData\n {\n public List numbers = new List();\n public List bools = new List();\n }", + "new_string": " [System.Serializable]\n public class NumberEntry\n {\n public string key = \"\";\n public double value = 0;\n }\n\n [System.Serializable]\n public class BoolEntry\n {\n public string key = \"\";\n public bool value = false;\n }\n\n [System.Serializable]\n public class SaveData\n {\n public List numbers = new List();\n public List bools = new List();\n }" + }, + "toolId": "toolu_01RAD95gQ91iotgSgdsyqCkV" + }, + { + "type": "tool_result", + "name": "toolu_01RAD95gQ91iotgSgdsyqCkV", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01RAD95gQ91iotgSgdsyqCkV" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs", + "old_string": "public class DialogProcessor\n{\n IDialogDisplay display;\n\n public DialogProcessor( IDialogDisplay display )\n {\n this.display = display;\n }\n\n public async Task Run( DialogBlock start )\n {\n var current = start;\n\n while ( current != null )\n {\n current = await current.Run( display );\n }\n }\n}", + "new_string": "public class DialogProcessor\n{\n public IDialogDisplay _display = null;\n\n public static DialogProcessor Create( IDialogDisplay display )\n {\n var processor = new DialogProcessor();\n processor._display = display;\n\n return processor;\n }\n\n public async Task Run( DialogBlock start )\n {\n var current = start;\n\n while ( current != null )\n {\n current = await current.Run( _display );\n }\n }\n}" + }, + "toolId": "toolu_01HEZP9Pn8jbr2sCsmTyRgmW" + }, + { + "type": "tool_result", + "name": "toolu_01HEZP9Pn8jbr2sCsmTyRgmW", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogProcessor.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01HEZP9Pn8jbr2sCsmTyRgmW" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Dialog/DialogManager.cs", + "old_string": " var processor = new DialogProcessor( this );", + "new_string": " var processor = DialogProcessor.Create( this );" + }, + "toolId": "toolu_01JMrgs2quuZydysZgyzgmCP" + }, + { + "type": "tool_result", + "name": "toolu_01JMrgs2quuZydysZgyzgmCP", + "result": "The file Assets/Scripts/Rokojori/Dialog/DialogManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01JMrgs2quuZydysZgyzgmCP" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Simulation/SimulationManager.cs", + "old_string": " bool _gameFinished;", + "new_string": " public bool _gameFinished = false;" + }, + "toolId": "toolu_01MyMfUBeWWhHV4b4YogjNbh" + }, + { + "type": "tool_result", + "name": "toolu_01MyMfUBeWWhHV4b4YogjNbh", + "result": "The file Assets/Scripts/Rokojori/Simulation/SimulationManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01MyMfUBeWWhHV4b4YogjNbh" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/Simulation/SimulationManager.cs", + "old_string": " async Task RunPhases( List phases )", + "new_string": " public async Task RunPhases( List phases )" + }, + "toolId": "toolu_01J1HEgaY2NWQfGaMyx48G9m" + }, + { + "type": "tool_result", + "name": "toolu_01J1HEgaY2NWQfGaMyx48G9m", + "result": "The file Assets/Scripts/Rokojori/Simulation/SimulationManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01J1HEgaY2NWQfGaMyx48G9m" + }, + { + "type": "text", + "text": "Now recompile to confirm all the style fixes didn't break anything." + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -100", + "description": "Recompile after style-guide fixes", + "timeout": 180000 + }, + "toolId": "toolu_01NnFiFy6y3Ek2PQHsBEWZjH" + }, + { + "type": "tool_result", + "name": "toolu_01NnFiFy6y3Ek2PQHsBEWZjH", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateManager.cs(13,54): warning UAC1015: Field '_numberValues' is a dictionary type 'System.Collections.Generic.Dictionary' but is missing [SerializeField]. Unity's dictionary serialization backend skips dictionary fields without [SerializeField], even when the field is public. Add [SerializeField] to serialize this field, or [NonSerialized] to make the intent explicit. Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/Manual/script-serialization-analyzer.html#uac1015) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateManager.cs(14,50): warning UAC1015: Field '_boolValues' is a dictionary type 'System.Collections.Generic.Dictionary' but is missing [SerializeField]. Unity's dictionary serialization backend skips dictionary fields without [SerializeField], even when the field is public. Add [SerializeField] to serialize this field, or [NonSerialized] to make the intent explicit. Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/Manual/script-serialization-analyzer.html#uac1015) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateManager.cs(13,54): warning UAC1015: Field '_numberValues' is a dictionary type 'System.Collections.Generic.Dictionary' but is missing [SerializeField]. Unity's dictionary serialization backend skips dictionary fields without [SerializeField], even when the field is public. Add [SerializeField] to serialize this field, or [NonSerialized] to make the intent explicit. Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/Manual/script-serialization-analyzer.html#uac1015) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateManager.cs(14,50): warning UAC1015: Field '_boolValues' is a dictionary type 'System.Collections.Generic.Dictionary' but is missing [SerializeField]. Unity's dictionary serialization backend skips dictionary fields without [SerializeField], even when the field is public. Add [SerializeField] to serialize this field, or [NonSerialized] to make the intent explicit. Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/Manual/script-serialization-analyzer.html#uac1015) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n 4 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.54", + "toolId": "toolu_01NnFiFy6y3Ek2PQHsBEWZjH" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/GameState/GameStateManager.cs", + "old_string": " public Dictionary _numberValues = new Dictionary();\n public Dictionary _boolValues = new Dictionary();", + "new_string": " [System.NonSerialized]\n public Dictionary _numberValues = new Dictionary();\n\n [System.NonSerialized]\n public Dictionary _boolValues = new Dictionary();" + }, + "toolId": "toolu_01JkGedNj2Afr3jXJPPa8A7g" + }, + { + "type": "tool_result", + "name": "toolu_01JkGedNj2Afr3jXJPPa8A7g", + "result": "The file Assets/Scripts/Rokojori/GameState/GameStateManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01JkGedNj2Afr3jXJPPa8A7g" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -100", + "description": "Recompile after adding NonSerialized to the runtime-only dictionaries", + "timeout": 180000 + }, + "toolId": "toolu_01Th4h1DTVnLXkmtdnn1zQjT" + }, + { + "type": "tool_result", + "name": "toolu_01Th4h1DTVnLXkmtdnn1zQjT", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateBoolVariable.cs(11,26): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\nC:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Assets\\Scripts\\Rokojori\\GameState\\GameStateNumberVariable.cs(11,28): warning UAC1001: Field 'onChanged' type 'Rokojori.EventSlot' is skipped by serialization (missing the [Serializable] attribute). Refer to the Serialization rules analyzer reference. (https://docs.unity3d.com/6000.6/Documentation/Manual/script-serialization-analyzer.html#uac1001) [C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\CompileCheck.csproj]\r\n 2 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.51", + "toolId": "toolu_01Th4h1DTVnLXkmtdnn1zQjT" + }, + { + "type": "text", + "text": "Now let me close the loop on workspace bookkeeping — record the compile-toolchain fix as a guide (it's genuinely useful and non-obvious), link the orphaned C# style guide, update the tech outline to flag my design assumptions, and update the boards/history." + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "workspace/guides/compiling-without-unity/index.page", + "content": "\n\n \n Compiling Without Unity — Unity-Roject-Test\n \n\n\n\n\n\n\n

      Compiling Without Unity

      \n
      \n\n

      Why

      An agent can verify new C# compiles without opening the Unity Editor, using dotnet build against a project file. Useful when no one is around to press Play.

      The .NET 10 SDK Crash

      On this machine, the default .NET SDK (10.0.401) crashes when compiling Unity's generated Assembly-CSharp.csproj, with the error \"Your Windows doesn't fully support CET. Please install all available Windows updates.\" This is a Roslyn/Windows CET (shadow stack) incompatibility, not a project problem.

      Fix: global.json in the project root pins the SDK to an older installed version (8.0.417), which doesn't hit this crash:
      \n{\n \"sdk\": {\n \"version\": \"8.0.417\",\n \"rollForward\": \"latestMinor\"\n }\n}\n\n
      \n

      CompileCheck.csproj

      Unity's own Assembly-CSharp.csproj is regenerated by the Editor and only lists files that existed at the last sync - it will not pick up new scripts written outside Unity. CompileCheck.csproj in the project root is a small hand-maintained sibling project for exactly this: it globs Assets\\Scripts\\Rokojori\\**\\*.cs and Assets\\Scripts\\Project\\**\\*.cs directly, referencing the same Unity DLLs, so it always covers whatever exists on disk.

      To check the whole Rokojori/Project codebase compiles:
      \ndotnet build CompileCheck.csproj\n\n
      This only proves the code compiles against Unity's managed API surface - it does not run anything. It cannot catch runtime-only issues (missing scene references, inspector wiring, play-mode behaviour). Use the Unity Editor for that.
      \n
      \n
      \n\n\n\n\n" + }, + "toolId": "toolu_019xKsvLmeqm3NBCAijqeSxB" + }, + { + "type": "tool_result", + "name": "toolu_019xKsvLmeqm3NBCAijqeSxB", + "result": "File created successfully at: workspace/guides/compiling-without-unity/index.page (file state is current in your context — no need to Read it back)", + "toolId": "toolu_019xKsvLmeqm3NBCAijqeSxB" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "workspace/guides/index.page", + "old_string": "

      Agent Conduct

      How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

      Adding More Guides

      Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
      ", + "new_string": "

      Agent Conduct

      How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

      Writing C#

      Coding conventions for this project - bracket style, naming, no bare private, no parameterized constructors, avoid switch, and more. Read the guide.

      Compiling Without Unity

      How to verify new C# compiles using dotnet build instead of opening the Editor, including a fix for a SDK/Windows CET crash on this machine. Read the guide.

      Adding More Guides

      Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
      " + }, + "toolId": "toolu_01WZ2bFWeMwouovM571CuY1x" + }, + { + "type": "tool_result", + "name": "toolu_01WZ2bFWeMwouovM571CuY1x", + "result": "The file workspace/guides/index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01WZ2bFWeMwouovM571CuY1x" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "Assets/Scripts/Rokojori/../../../workspace/outline/tech/index.page", + "old_string": "

      Testability

      Because DialogProcessor only depends on the IDialogDisplay interface, DialogManager isn't the only thing that can drive it.

      A debug/headless display can implement the same interface - auto-answering choices, logging the path taken - to run and check dialogs without the actual UI.
      \n", + "new_string": "

      Testability

      Because DialogProcessor only depends on the IDialogDisplay interface, DialogManager isn't the only thing that can drive it.

      A debug/headless display can implement the same interface - auto-answering choices, logging the path taken - to run and check dialogs without the actual UI.
      \n\n

      Implementation Status

      Game State Management, Dialog Management, and Simulation Management now all have code under Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/). This was written in one pass from this outline without a code review - see history/index.page for the session entry.

      Not built: SimulateWorld / ShowTurnStartConditions (only mentioned as examples, no code contract given) and any real UI for DialogManager.Show / SimulationRenderer.Enqueue - both currently placeholders (the former throws, the latter completes instantly), since Assets/UI is still empty.

      Assumptions Made Filling Gaps - Need Sign-off

      1. DialogList runs its blocks as a flat ordered sequence and ignores each child's own inherited next field while inside the list - the list's authored order is what drives flow. This means DialogBranch/PlayerChoice aren't meaningful as direct DialogList members under the current implementation (their branch targets get silently ignored). Alternative interpretations were possible; this was the simplest that kept DialogList useful as an authoring convenience for grouping content nodes.

      2. PlayerChoice options gained an optional action : GameStateAction field, executed when that option is picked. The outline listed Conditions and Actions as a pair but never named which DialogBlock triggers an Action - this seemed like the natural, and only, gap to fill it.

      3. HasObject is implemented against a GameStateBoolVariable flag, since there is no inventory/object system yet to check membership against.

      4. SimulationManager.playerCount is a plain int, not a list of a \"Player\" type - no such type exists anywhere yet, and the outline's own turn-loop sample references players/player without ever defining what they are.

      5. GameStateVariable uses a separate key field for save-data identity rather than the outline's literal name field, since name is already inherited from UnityEngine.Object and shadowing it would be confusing.
      \n
      " + }, + "toolId": "toolu_01BQdcqKuRoyqAxLScdEpj9e" + }, + { + "type": "tool_result", + "name": "toolu_01BQdcqKuRoyqAxLScdEpj9e", + "result": "The file Assets/Scripts/Rokojori/../../../workspace/outline/tech/index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01BQdcqKuRoyqAxLScdEpj9e" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "workspace/boards/tasks.page", + "old_string": "\n \n To Do\n \n \n

      Game State Management

      \n Write the  Game State manager and all the needed classes\n
      \n

      Dialog Management

      \n Write the Dialog Manager and all the needed classes. Ideally we can test it.\n
      \n

      Simulation Management

      \n Write the Simulation Manager all the needed classes\n
      \n \n In Progress\n \n

      Get Initial Picture

      \n Give Feeback about Project Orientation and whether more points need to be declared\n
      \n

      Session Hand-Over: Tech Outline Normalization

      \n

      Intro

      The tech outline for Game State Manager, Simulation Manager, and Dialog Manager was rewritten and normalized this session; it needs a final read-through and sign-off.

      History

      See history/index.page, entry \"25 September 2026 - Tech Outline Session\".

      Next Steps

      1. Confirm the Dialog Manager section (DialogProcessor / DialogManager / DialogPhase split) reads correctly - this was the open question when the session ended.
      2. Decide what to do with the \"Get Initial Picture\" task in this same column - its description no longer matches what actually happened (tech outline rewrite, not just feedback).
      3. Once the outline is confirmed, start implementation - Game State Management and Dialog Management are both waiting in To Do.

      Reads

      outline/tech/index.page - the rewritten tech outline, read in full.
      guides/agent-conduct/index.page - as usual for session start.

      Misc

      No code exists yet for GameStateManager, SimulationManager, DialogManager, DialogProcessor, or GamePhase - the outline is a design document only.
      \n
      \n \n Done\n \n
      ", + "new_string": "\n \n To Do\n\n \n

      Sign Off Implementation Assumptions

      \n Game State/Dialog/Simulation Management were implemented in one pass from the tech outline, filling a few gaps the outline left open. Read outline/tech/index.page, section \"Implementation Status\" - 5 assumptions are listed there needing sign-off (DialogList flow semantics, PlayerChoice option actions, HasObject modelling, SimulationManager.playerCount, GameStateVariable.key). Confirm or correct each.\n
      \n

      Verify in Unity Editor

      \n All new code under Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/) was only compile-checked outside Unity (see guides/compiling-without-unity/index.page) - it has never been opened in the Editor. Open the project, let Unity regenerate Assembly-CSharp.csproj, check the console for errors, and create a few test ScriptableObject assets to sanity-check the CreateAssetMenu entries work as expected.\n
      \n

      Wire Up Real UI

      \n DialogManager.Show() currently throws NotImplementedException and SimulationRenderer.Enqueue() completes instantly - both are placeholders since Assets/UI is still empty. Build the actual dialog UI (text, portraits, choice buttons) and hook it into DialogManager.\n
      \n

      Example Simulation Phases

      \n ShowTurnStartConditions and SimulateWorld (production/pollution/allocation systems) were described in the tech outline as illustrative examples but never given a code contract, so they weren't implemented. Design and write concrete GamePhase subclasses for these once there's a clearer picture of what the simulation actually needs to track.\n
      \n \n In Progress\n \n \n Done\n \n

      Game State Management

      \n GameStateManager, GameStateVariable, GameStateNumberVariable, GameStateBoolVariable written under Assets/Scripts/Rokojori/GameState/. Compiles clean (see history/index.page).\n
      \n

      Dialog Management

      \n DialogManager, DialogProcessor, IDialogDisplay, the 6 DialogBlock subtypes, GameStateCondition/GameStateAction hierarchies, and a HeadlessDialogDisplay for testing written under Assets/Scripts/Rokojori/Dialog/. Compiles clean.\n
      \n

      Simulation Management

      \n GamePhase, SimulationManager, SimulationRenderer (placeholder), and DialogPhase written under Assets/Scripts/Rokojori/Simulation/. Compiles clean. SimulateWorld/ShowTurnStartConditions example phases deliberately not written - see To Do.\n
      \n

      Session Hand-Over: Tech Outline Normalization

      \n Dialog Manager section confirmed correct on take-over. \"Get Initial Picture\" removed as stale (superseded by the actual work log). Implementation of all three To Do items followed - see history.\n
      \n
      " + }, + "toolId": "toolu_01X5rV5D8DmyASeHtyqAwdUT" + }, + { + "type": "tool_result", + "name": "toolu_01X5rV5D8DmyASeHtyqAwdUT", + "result": "The file workspace/boards/tasks.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01X5rV5D8DmyASeHtyqAwdUT" + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "workspace/history/index.page", + "old_string": "\n

      25 September 2026

      Project created.
      \n
      ", + "new_string": "\n

      25 September 2026 - Implementation Session

      Took over the \"Session Hand-Over: Tech Outline Normalization\" task, confirmed the Dialog Manager section of outline/tech/index.page read correctly, then implemented all three Tech Areas from that outline: Game State Management, Dialog Management, and Simulation Management. Code lives under Assets/Scripts/Rokojori/GameState/, Dialog/, and Simulation/ (about 28 files). Removed the stale \"Get Initial Picture\" board task (its description no longer matched what had actually happened) and closed out the hand-over task.

      Compile Toolchain

      Set up a way to verify C# compiles without opening the Unity Editor - see guides/compiling-without-unity/index.page. Two things were needed: a global.json pinning the SDK to 8.0.417 (the default .NET 10.0.401 SDK crashes compiling Unity's generated csproj on this machine - a Windows/CET incompatibility, not a project issue), and a hand-written CompileCheck.csproj that globs Assets/Scripts/Rokojori and Assets/Scripts/Project directly, since Unity's own generated Assembly-CSharp.csproj only lists files present at its last sync and won't pick up files written outside the Editor. All new code compiles clean against this (2 pre-existing, harmless serialization-analyzer warnings on EventSlot fields, unrelated to this session's code). This has only been compile-checked, never run in Unity - see the new \"Verify in Unity Editor\" board task.

      Coding Convention Correction

      Wrote the first pass without noticing guides/Writing-C#/index.page - it exists but wasn't linked from guides/index.page (now fixed, and linked here alongside the new compiling guide). Had to go back and fix: no bare private fields (use public with an underscore prefix, or protected), no parameterized constructors (DialogProcessor changed to a static Create() factory), switch statements replaced with if/else-if chains (CompareInt, ListCondition), and explicit initial values added to all fields that lacked them.

      Decisions

      Kept GameStateManager's per-type value dictionaries as the runtime source of truth (marked [NonSerialized]), with GameStateVariable ScriptableObjects only holding the initial value and a stable key field for JSON save/load - editor-facing \"name\" (inherited from UnityEngine.Object) stays separate from save identity.

      DialogManager.Show() throws NotImplementedException rather than faking a response - there is no UI to wire it to yet (Assets/UI is empty). SimulationRenderer.Enqueue() is a similar placeholder that completes instantly. Both are flagged as open To Do items rather than silently pretending to work.

      Assumptions Needing Sign-off

      The tech outline left several implementation details unspecified. Filled them in with the simplest defensible choice and flagged all five in outline/tech/index.page under \"Implementation Status\" rather than guessing silently: DialogList's flow semantics (flat sequence, ignores children's own \"next\"), PlayerChoice options gaining an optional GameStateAction, HasObject modelled as a bool flag (no inventory system exists), SimulationManager.playerCount as a plain int (no Player type is defined anywhere), and GameStateVariable.key replacing the outline's literal (but already-inherited) \"name\" field. See the new \"Sign Off Implementation Assumptions\" board task.

      Not Done

      SimulateWorld and ShowTurnStartConditions (the example GamePhase subclasses) were described only narratively in the outline with no code contract, so they weren't written - see the \"Example Simulation Phases\" board task. DialogPhase was written since GamePhase now exists, closing a gap from last session.
      \n
      \n\n

      25 September 2026

      Project created.
      \n
      " + }, + "toolId": "toolu_01FDy5qXGttimtdSi9wTkTku" + }, + { + "type": "tool_result", + "name": "toolu_01FDy5qXGttimtdSi9wTkTku", + "result": "The file workspace/history/index.page has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01FDy5qXGttimtdSi9wTkTku" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && grep -rn \"switch\\s*(\" Assets/Scripts/Rokojori/GameState Assets/Scripts/Rokojori/Dialog Assets/Scripts/Rokojori/Simulation 2>/dev/null; echo \"---private---\"; grep -rnE \"^\\s*private\\b\" Assets/Scripts/Rokojori/GameState Assets/Scripts/Rokojori/Dialog Assets/Scripts/Rokojori/Simulation 2>/dev/null; echo \"---bare fields without =---\"; grep -rnE \"^\\s*public [A-Za-z<>,. ]+ [a-zA-Z_]+;\\s*$\" Assets/Scripts/Rokojori/GameState Assets/Scripts/Rokojori/Dialog Assets/Scripts/Rokojori/Simulation 2>/dev/null", + "description": "Scan new files for remaining style-guide violations" + }, + "toolId": "toolu_0147WFJn8jwhAUsfLBukHrL1" + }, + { + "type": "tool_result", + "name": "toolu_0147WFJn8jwhAUsfLBukHrL1", + "result": "---private---\n---bare fields without =---", + "toolId": "toolu_0147WFJn8jwhAUsfLBukHrL1" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "cd \"/c/rokojori/projects/unity-projects/Unity-Roject-Test\" && MSYS2_ARG_CONV_EXCL=\"*\" dotnet build CompileCheck.csproj 2>&1 | tail -20", + "description": "Final compile verification after all workspace/code cleanup", + "timeout": 180000 + }, + "toolId": "toolu_017Xem5wURps5p7XSCAUf76z" + }, + { + "type": "tool_result", + "name": "toolu_017Xem5wURps5p7XSCAUf76z", + "result": " Determining projects to restore...\r\n All projects are up-to-date for restore.\r\n CompileCheck -> C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\Temp\\bin\\Debug\\CompileCheck.dll\r\n\r\nBuild succeeded.\r\n 0 Warning(s)\r\n 0 Error(s)\r\n\r\nTime Elapsed 00:00:00.45", + "toolId": "toolu_017Xem5wURps5p7XSCAUf76z" + }, + { + "type": "text", + "text": "All three To Do items — Game State, Dialog, and Simulation Management — are implemented and compiling clean. Summary:\n\n**Built** (under `Assets/Scripts/Rokojori/`, ~28 files):\n- **GameState/** — `GameStateManager`, `GameStateVariable`, `GameStateNumberVariable`, `GameStateBoolVariable` with JSON save/load.\n- **Dialog/** — `DialogManager`, `DialogProcessor`, `IDialogDisplay`, all 6 `DialogBlock` subtypes, the `GameStateCondition`/`GameStateAction` hierarchies, and a `HeadlessDialogDisplay` for testing without UI.\n- **Simulation/** — `GamePhase`, `SimulationManager`, `SimulationRenderer` (placeholder), and `DialogPhase` (only possible now that `GamePhase` exists).\n\n**Compile verification**: yes, confirmed working end-to-end. Unity's own generated `Assembly-CSharp.csproj` crashes under the machine's default .NET 10 SDK (`Windows doesn't fully support CET`, a Roslyn/Windows incompatibility on this box, not the code). Fixed with a `global.json` pinning SDK 8.0.417, plus a small `CompileCheck.csproj` that globs the Rokojori/Project folders directly since Unity's generated project doesn't track files created outside the Editor. `dotnet build CompileCheck.csproj` now runs clean, 0 warnings, 0 errors. Documented in a new guide: `guides/compiling-without-unity`.\n\n**Also fixed**: found `guides/Writing-C#` existed but wasn't linked from the guides index — my first pass violated several of its rules (bare `private` fields, a parameterized constructor, `switch` statements). Went back and corrected all of it; confirmed no violations remain and it still compiles.\n\n**Flagged for your review** (not silently assumed): the outline left some gaps I had to fill — DialogList's flow semantics, PlayerChoice gaining an optional action, HasObject modeled as a bool flag, `playerCount` as a plain int (no Player type exists), and `GameStateVariable.key` vs the outline's literal `name`. All five are written up in `outline/tech/index.page` under \"Implementation Status,\" and there's a \"Sign Off Implementation Assumptions\" task in To Do.\n\n**Not done, on purpose**: real UI for `DialogManager`/`SimulationRenderer` (currently a `NotImplementedException` and a no-op stub — `Assets/UI` is still empty), and the `SimulateWorld`/`ShowTurnStartConditions` example phases (outline only described them narratively, no code contract). Both are new To Do items. Also, none of this has been opened in the Unity Editor yet — only compile-checked outside it — so \"Verify in Unity Editor\" is a To Do item too.\n\nBoards, history, and the outline are all updated to reflect this." + } + ], + "tokenTotal": 28229 + } +] \ No newline at end of file diff --git a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/77e12657-114e-470b-a22f-c05509121c80.json b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/77e12657-114e-470b-a22f-c05509121c80.json new file mode 100644 index 0000000..e6e1bc0 --- /dev/null +++ b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e/77e12657-114e-470b-a22f-c05509121c80.json @@ -0,0 +1,234 @@ +[ + { + "role": "user", + "timestamp": 1790368185835, + "text": "For this Unity project, can you quickly setup a git ignore that fits for Unity?" + }, + { + "role": "assistant", + "timestamp": 1790368297061, + "events": [ + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\index.page" + }, + "toolId": "toolu_018t3NGhcarwVYRiqhvhRX9C" + }, + { + "type": "tool_result", + "name": "toolu_018t3NGhcarwVYRiqhvhRX9C", + "result": "1\t\n2\t\n3\t \n4\t Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Unity-Roject-Test

      \n15\t
      \n16\t\n17\t

      About

      This a unity game prototype for a testing out some principles for a narrative/dialog heavy simulation game.
      \n18\t

      Workspace

      What the project is and where it's going.

      Tasks, bugs, backlog.

      Custom agents. 

      How agents should work with this project.

      Named repeatable procedures for agents.

      Session logs.

      Code documentation. 
      \n19\t
      \n20\t\n21\t \n22\t\n23\t

      For Agents: Orientation

      Read all of these pages in order at the start of every session. They are short and give the full context needed to work effectively.

      1. This page - overview and links.
      2. outline/index.page - what the project is and where it is going.
      3. guides/index.page - rules and conventions.
      4. guides/agent-conduct/index.page - how to reason, check in, and manage knowledge.
      5. boards/tasks.page - what is active right now.
      6. history/index.page - what happened last session.

      After reading, confirm to the user and wait for direction. Do not read deeper files unprompted.
      \n24\t

      For Agents: Memory Rule

      All project knowledge belongs in this workspace - not in local agent memory files. The workspace is version-controlled, shared across machines, and readable by any agent or human.

      - Decisions and their reasons - history
      - Active tasks - boards
      - Rules and conventions - guides
      - Big picture and goals - outline
      - Complex or unusual code - reference
      \n25\t
      \n26\t
      \n27\t\n28\t\n29\t\n30\t\n31\t\n32\t", + "toolId": "toolu_018t3NGhcarwVYRiqhvhRX9C" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\git.ignore" + }, + "toolId": "toolu_01GTVkhAVGCrTs3dk5tAcnVp" + }, + { + "type": "tool_result", + "name": "toolu_01GTVkhAVGCrTs3dk5tAcnVp", + "result": "Warning: the file exists but the contents are empty.", + "toolId": "toolu_01GTVkhAVGCrTs3dk5tAcnVp" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\outline\\index.page" + }, + "toolId": "toolu_01WCdZTNdF5kDnqHVJdH6vcU" + }, + { + "type": "tool_result", + "name": "toolu_01WCdZTNdF5kDnqHVJdH6vcU", + "result": "1\t\n2\t\n3\t \n4\t Outline — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Outline

      This project is a narritive heavy simulation game protoype for a Unity dev application role
      \n15\t
      \n16\t\n17\t

      Vision

      A project I can open to showcase a small simulation game that has some story during a simulation game for Unity
      \n18\t
      \n19\t

      Current State

      It just started, only the first initial files exist
      \n20\t

      What's next

      Building the singletons
      \n21\t
      \n22\t\n23\t

      MVP/Core Features

      Demonstrating mainly the code needed for a narrivative heavy simulation game
      \n24\t

      Highlights & Details

      Nothing there yet
      \n25\t
      \n26\t

      Tech Stack

      There are more pages about this, since this will be created:
      workspace/outline/tech/index.page
      \n27\t

      Misc

      Additions
      \n28\t
      \n29\t\n30\t\n31\t\n32\t\n33\t", + "toolId": "toolu_01WCdZTNdF5kDnqHVJdH6vcU" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\guides\\index.page" + }, + "toolId": "toolu_01YDrB6SmgZNZfz5jD7nMfMt" + }, + { + "type": "tool_result", + "name": "toolu_01YDrB6SmgZNZfz5jD7nMfMt", + "result": "1\t\n2\t\n3\t \n4\t Guides — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Guides

      \n15\t
      \n16\t\n17\t

      What Guides Are

      Guides are rules for agents when executing tasks.  They ensure workflows, conventions and expectations are consistent.
      \n18\t
      \n19\t\n20\t

      Using Workspaces

      What the workspace folder is, how memory is organised, what goes where, and how to keep it current. Start here if you are new to this project or this system. Read the guide.

      Workflow

      The session rhythm: what to read at the start, what to run at the end, and how agents should orient before starting work. Read the guide.
      \n21\t

      Agent Conduct

      How agents should reason, check in, handle long investigations, and store project knowledge. Read this before starting work. Read the guide.

      Writing C#

      Coding conventions for this project - bracket style, naming, no bare private, no parameterized constructors, avoid switch, and more. Read the guide.

      Compiling Without Unity

      How to verify new C# compiles using dotnet build instead of opening the Editor, including a fix for a SDK/Windows CET crash on this machine. Read the guide.

      Adding More Guides

      Create a subfolder in guides with an index.page and link it here. Good candidates: coding conventions, architecture decisions, deployment steps, project-specific rules.
      \n22\t
      \n23\t\n24\t\n25\t\n26\t\n27\t\n28\t", + "toolId": "toolu_01YDrB6SmgZNZfz5jD7nMfMt" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\guides\\agent-conduct\\index.page" + }, + "toolId": "toolu_01CkZA3apsLXowWZvYNEUbrX" + }, + { + "type": "tool_result", + "name": "toolu_01CkZA3apsLXowWZvYNEUbrX", + "result": "1\t\n2\t\n3\t \n4\t Agent Conduct — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Agent Conduct

      How agents should reason, check in, and manage project knowledge when working in this project.

      \n15\t
      \n16\t\n17\t

      Session Start

      Read, confirm, then wait

      Read the first-layer pages listed on index.page. Give a brief confirmation that you understand the project and stop. Do not dive into board details or hunt for more context unprompted.

      Wait for the user to direct next steps.


      Board detail files are not first-layer

      boards/tasks.page, boards/bugs.page, and boards/backlog.page are not part of the initial read unless the user directs it or a task clearly requires current board state.

      \n18\t
      \n19\t\n20\t

      Reasoning and Check-ins

      The core rule

      After roughly 1 000 tokens of internal reasoning without a clear answer, pause and surface the situation to the user. The user is an expert and can often shortcut a long investigation with domain knowledge or a targeted hint.


      Always interrupt when

      • Reasoning has gone on for ~1 000 tokens and no root cause is found.
      • Multiple hypotheses seem equally plausible.
      • The cause requires runtime information (console errors, network responses, live state) that cannot be determined statically.
      • The fix would require reading many more files without a clear lead.

      When interrupting

      Be brief and concrete. Name the specific problem, the hypotheses already ruled out, and what would help most. Offer concrete actions the user can take - open DevTools, check a log, paste an error.


      Only skip the interrupt when

      The user has explicitly said so in the current session - e.g. \"just continue\", \"don't interrupt\", \"do the whole thing\". That permission is session-scoped and does not carry into the next conversation.

      \n21\t
      \n22\t\n23\t

      Knowledge and Memory

      The workspace is the memory

      All persistent knowledge about this project - planned features, decisions made, open improvements, session notes - lives in workspace/ and is version-controlled. Agents must write project knowledge here, not into local agent memory files. The workspace is visible to the user, survives across machines, and is the single source of truth.


      What goes where

      • Planned features and open items - outline
      • Session notes and what was built - history entry via the Update History action
      • Coding conventions and how-tos - a guide under guides/
      • Recurring procedures - an action under actions/

      Be scope aware

      Give feedback when tasks become too large for a single session. Cleanups and documentation often need a follow-up session with enough context to do them properly. Communicate this rather than rushing or going silent.

      \n24\t
      \n25\t\n26\t

      Writing Style

      Use - not —

      When writing workspace documents, use the hyphen/minus character - instead of the em dash —. This applies to prose, lists, and task descriptions.

      \n27\t
      \n28\t
      \n29\t\n30\t\n31\t\n32\t\n33\t", + "toolId": "toolu_01CkZA3apsLXowWZvYNEUbrX" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\boards\\tasks.page" + }, + "toolId": "toolu_01BwyVimp8X6vag33vs2FsdW" + }, + { + "type": "tool_result", + "name": "toolu_01BwyVimp8X6vag33vs2FsdW", + "result": "1\t\n2\t\n3\t \n4\t Tasks — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      Tasks

      \n15\t
      \n16\t\n17\t\n18\t\n19\t \n20\t To Do\n21\t\n22\t \n23\t

      Sign Off Implementation Assumptions

      \n24\t Game State/Dialog/Simulation Management were implemented in one pass from the tech outline, filling a few gaps the outline left open. Read outline/tech/index.page, section \"Implementation Status\" - 5 assumptions are listed there needing sign-off (DialogList flow semantics, PlayerChoice option actions, HasObject modelling, SimulationManager.playerCount, GameStateVariable.key). Confirm or correct each.\n25\t
      \n26\t

      Verify in Unity Editor

      \n27\t All new code under Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/) was only compile-checked outside Unity (see guides/compiling-without-unity/index.page) - it has never been opened in the Editor. Open the project, let Unity regenerate Assembly-CSharp.csproj, check the console for errors, and create a few test ScriptableObject assets to sanity-check the CreateAssetMenu entries work as expected.\n28\t
      \n29\t

      Wire Up Real UI

      \n30\t DialogManager.Show() currently throws NotImplementedException and SimulationRenderer.Enqueue() completes instantly - both are placeholders since Assets/UI is still empty. Build the actual dialog UI (text, portraits, choice buttons) and hook it into DialogManager.\n31\t
      \n32\t

      Example Simulation Phases

      \n33\t ShowTurnStartConditions and SimulateWorld (production/pollution/allocation systems) were described in the tech outline as illustrative examples but never given a code contract, so they weren't implemented. Design and write concrete GamePhase subclasses for these once there's a clearer picture of what the simulation actually needs to track.\n34\t
      \n35\t \n36\t In Progress\n37\t \n38\t \n39\t Done\n40\t \n41\t

      Game State Management

      \n42\t GameStateManager, GameStateVariable, GameStateNumberVariable, GameStateBoolVariable written under Assets/Scripts/Rokojori/GameState/. Compiles clean (see history/index.page).\n43\t
      \n44\t

      Dialog Management

      \n45\t DialogManager, DialogProcessor, IDialogDisplay, the 6 DialogBlock subtypes, GameStateCondition/GameStateAction hierarchies, and a HeadlessDialogDisplay for testing written under Assets/Scripts/Rokojori/Dialog/. Compiles clean.\n46\t
      \n47\t

      Simulation Management

      \n48\t GamePhase, SimulationManager, SimulationRenderer (placeholder), and DialogPhase written under Assets/Scripts/Rokojori/Simulation/. Compiles clean. SimulateWorld/ShowTurnStartConditions example phases deliberately not written - see To Do.\n49\t
      \n50\t

      Session Hand-Over: Tech Outline Normalization

      \n51\t Dialog Manager section confirmed correct on take-over. \"Get Initial Picture\" removed as stale (superseded by the actual work log). Implementation of all three To Do items followed - see history.\n52\t
      \n53\t
      \n54\t\n55\t\n56\t\n57\t\n58\t\n59\t", + "toolId": "toolu_01BwyVimp8X6vag33vs2FsdW" + }, + { + "type": "tool_call", + "name": "Read", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\workspace\\history\\index.page" + }, + "toolId": "toolu_01MUrdLs8PxBvsHyeKwVdxA1" + }, + { + "type": "tool_result", + "name": "toolu_01MUrdLs8PxBvsHyeKwVdxA1", + "result": "1\t\n2\t\n3\t \n4\t History — Unity-Roject-Test\n5\t \n8\t\n9\t\n10\t\n11\t\n12\t\n13\t\n14\t

      History

      \n15\t
      \n16\t\n17\t

      25 September 2026 - Implementation Session

      Took over the \"Session Hand-Over: Tech Outline Normalization\" task, confirmed the Dialog Manager section of outline/tech/index.page read correctly, then implemented all three Tech Areas from that outline: Game State Management, Dialog Management, and Simulation Management. Code lives under Assets/Scripts/Rokojori/GameState/, Dialog/, and Simulation/ (about 28 files). Removed the stale \"Get Initial Picture\" board task (its description no longer matched what had actually happened) and closed out the hand-over task.

      Compile Toolchain

      Set up a way to verify C# compiles without opening the Unity Editor - see guides/compiling-without-unity/index.page. Two things were needed: a global.json pinning the SDK to 8.0.417 (the default .NET 10.0.401 SDK crashes compiling Unity's generated csproj on this machine - a Windows/CET incompatibility, not a project issue), and a hand-written CompileCheck.csproj that globs Assets/Scripts/Rokojori and Assets/Scripts/Project directly, since Unity's own generated Assembly-CSharp.csproj only lists files present at its last sync and won't pick up files written outside the Editor. All new code compiles clean against this (2 pre-existing, harmless serialization-analyzer warnings on EventSlot fields, unrelated to this session's code). This has only been compile-checked, never run in Unity - see the new \"Verify in Unity Editor\" board task.

      Coding Convention Correction

      Wrote the first pass without noticing guides/Writing-C#/index.page - it exists but wasn't linked from guides/index.page (now fixed, and linked here alongside the new compiling guide). Had to go back and fix: no bare private fields (use public with an underscore prefix, or protected), no parameterized constructors (DialogProcessor changed to a static Create() factory), switch statements replaced with if/else-if chains (CompareInt, ListCondition), and explicit initial values added to all fields that lacked them.

      Decisions

      Kept GameStateManager's per-type value dictionaries as the runtime source of truth (marked [NonSerialized]), with GameStateVariable ScriptableObjects only holding the initial value and a stable key field for JSON save/load - editor-facing \"name\" (inherited from UnityEngine.Object) stays separate from save identity.

      DialogManager.Show() throws NotImplementedException rather than faking a response - there is no UI to wire it to yet (Assets/UI is empty). SimulationRenderer.Enqueue() is a similar placeholder that completes instantly. Both are flagged as open To Do items rather than silently pretending to work.

      Assumptions Needing Sign-off

      The tech outline left several implementation details unspecified. Filled them in with the simplest defensible choice and flagged all five in outline/tech/index.page under \"Implementation Status\" rather than guessing silently: DialogList's flow semantics (flat sequence, ignores children's own \"next\"), PlayerChoice options gaining an optional GameStateAction, HasObject modelled as a bool flag (no inventory system exists), SimulationManager.playerCount as a plain int (no Player type is defined anywhere), and GameStateVariable.key replacing the outline's literal (but already-inherited) \"name\" field. See the new \"Sign Off Implementation Assumptions\" board task.

      Not Done

      SimulateWorld and ShowTurnStartConditions (the example GamePhase subclasses) were described only narratively in the outline with no code contract, so they weren't written - see the \"Example Simulation Phases\" board task. DialogPhase was written since GamePhase now exists, closing a gap from last session.
      \n18\t
      \n19\t\n20\t

      25 September 2026

      Project created.
      \n21\t
      \n22\t\n23\t

      25 September 2026 - Tech Outline Session

      Rewrote outline/tech/index.page. It previously held roughly 92KB of copy-pasted ChatGPT export markup (wrapper divs around a 15-section simulation brainstorm) plus an unedited Roject placeholder block. Replaced with a normalized design across three tech areas: Game State Manager, Simulation Manager, Dialog Manager.

      Decisions

      GameStateManager is the single shared state layer - Simulation Manager and Dialog Manager both read/write through it instead of keeping separate state.

      Simulation Manager is built around GamePhase ScriptableObjects run asynchronously across five ordered lists (intro, preTurn, playerTurn, postTurn, outro). Any phase can flag the game finished, which jumps straight to outro. Phases only talk to Unity through SimulationRenderer (command in, \"done\" callback out). The earlier standalone systems architecture (ProductionSystem, PollutionSystem, spatial fields, deltas) was folded into one example phase, SimulateWorld, instead of being its own top-level section - it was more detail than a portfolio-sized prototype needs.

      Dialog Manager went through two passes. The first coupled dialog execution directly into DialogPhase. The user corrected this: dialog needed to work standalone, not just inside the simulation loop. Settled on three layers - DialogProcessor (standalone cursor engine, depends only on an IDialogDisplay interface, no knowledge of UI or the simulation loop), DialogManager (singleton, owns UI wiring, sole entry point via StartDialog(), implements IDialogDisplay), and DialogPhase (thin GamePhase wrapper calling DialogManager.instance.StartDialog()). The IDialogDisplay seam also covers a future debug/headless display for testing, mentioned but not built.

      Not Done

      No code was written - this was entirely the design pass in the tech outline. The To Do board items (Game State Management, Dialog Management) still need actual implementation. Final sign-off on the Dialog Manager section of the tech outline was still pending when the session was handed over.
      \n24\t
      \n25\t
      \n26\t\n27\t\n28\t\n29\t\n30\t", + "toolId": "toolu_01MUrdLs8PxBvsHyeKwVdxA1" + }, + { + "type": "text", + "text": "I've read the orientation pages - this is a Unity narrative/simulation prototype, code lives under `Assets/Scripts/Rokojori/`, conventions live in `workspace/guides/`. Now let's set up the gitignore." + }, + { + "type": "tool_call", + "name": "Glob", + "args": { + "pattern": ".gitignore" + }, + "toolId": "toolu_01ADAfepk7QvvthfWMYYRmC2" + }, + { + "type": "tool_result", + "name": "toolu_01ADAfepk7QvvthfWMYYRmC2", + "result": "No files found", + "toolId": "toolu_01ADAfepk7QvvthfWMYYRmC2" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "ls -la .gitignore 2>&1; echo \"---\"; ls -la git.ignore 2>&1", + "description": "Check for existing .gitignore and git.ignore files" + }, + "toolId": "toolu_01RSSC9786EfNBy3QPfAdaw9" + }, + { + "type": "tool_result", + "name": "toolu_01RSSC9786EfNBy3QPfAdaw9", + "result": "ls: cannot access '.gitignore': No such file or directory\n---\n-rw-r--r-- 1 Josef 197121 0 Sep 25 22:28 git.ignore", + "toolId": "toolu_01RSSC9786EfNBy3QPfAdaw9" + }, + { + "type": "text", + "text": "There's no `.gitignore` yet, but an empty placeholder file named `git.ignore` (0 bytes) sits in the repo root. I'll write the standard Unity `.gitignore` content into a proper `.gitignore` file and remove the empty placeholder." + }, + { + "type": "tool_call", + "name": "Write", + "args": { + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\.gitignore", + "content": "## Unity ##\n[Ll]ibrary/\n[Tt]emp/\n[Oo]bj/\n[Bb]uild/\n[Bb]uilds/\n[Ll]ogs/\n[Uu]ser[Ss]ettings/\n[Mm]emoryCaptures/\n\n# Asset meta data should only be ignored when the corresponding asset is also ignored\n!/[Aa]ssets/**/*.meta\n\n# Uncomment this line if you wish to ignore the asset store tools plugin\n# /[Aa]ssets/AssetStoreTools*\n\n# Autogenerated Jetbrains Rider plugin\n[Aa]ssets/Plugins/Editor/JetBrains*\n\n# Visual Studio cache directory\n.vs/\n\n# Gradle cache directory\n.gradle/\n\n# Autogenerated VS/MD/Consulo solution and project files\nExportedObj/\n.consulo/\n*.csproj\n*.unityproj\n*.sln\n*.slnx\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\n*.pdb\n*.mdb\n*.opendb\n*.VC.db\n\n# Unity3D generated meta files\n*.pidb.meta\n*.pdb.meta\n*.mdb.meta\n\n# Unity3D generated file on crash reports\nsysinfo.txt\n\n# Builds\n*.apk\n*.aab\n*.unitypackage\n*.app\n\n# Crashlytics generated file\ncrashlytics-build.properties\n\n# Packed Addressables\n/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*\n\n# Temporary auto-generated Android Assets\n/[Aa]ssets/[Ss]treamingAssets/aa.meta\n/[Aa]ssets/[Ss]treamingAssets/aa/*\n\n## Rojo project tooling ##\nCompileCheck.csproj\n\n## OS / IDE ##\n.DS_Store\nThumbs.db\n.idea/\n.vscode/\n" + }, + "toolId": "toolu_01X5y6U7zvEScNx2LWLQ2hyE" + }, + { + "type": "tool_result", + "name": "toolu_01X5y6U7zvEScNx2LWLQ2hyE", + "result": "File created successfully at: C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\.gitignore (file state is current in your context — no need to Read it back)", + "toolId": "toolu_01X5y6U7zvEScNx2LWLQ2hyE" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "rm git.ignore", + "description": "Remove empty placeholder git.ignore file" + }, + "toolId": "toolu_019Pg6DtQDsizyySB5LC59LT" + }, + { + "type": "tool_result", + "name": "toolu_019Pg6DtQDsizyySB5LC59LT", + "result": "(Bash completed with no output)", + "toolId": "toolu_019Pg6DtQDsizyySB5LC59LT" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "ls -la .vscode/ 2>&1", + "description": "Check contents of .vscode directory" + }, + "toolId": "toolu_01N5aRLhSymWBW76wphJWNEg" + }, + { + "type": "tool_result", + "name": "toolu_01N5aRLhSymWBW76wphJWNEg", + "result": "total 14\ndrwxr-xr-x 1 Josef 197121 0 Sep 24 14:30 .\ndrwxr-xr-x 1 Josef 197121 0 Sep 25 22:30 ..\n-rw-r--r-- 1 Josef 197121 75 Sep 24 14:30 extensions.json\n-rw-r--r-- 1 Josef 197121 178 Sep 24 14:30 launch.json\n-rw-r--r-- 1 Josef 197121 1839 Sep 24 14:30 settings.json", + "toolId": "toolu_01N5aRLhSymWBW76wphJWNEg" + }, + { + "type": "text", + "text": "These are actual project configs (launch.json, settings.json, extensions.json) worth sharing, not throwaway files — I'll un-ignore `.vscode/` since ignoring it would silently exclude real project setup." + }, + { + "type": "tool_call", + "name": "Edit", + "args": { + "replace_all": false, + "file_path": "C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\.gitignore", + "old_string": "## OS / IDE ##\n.DS_Store\nThumbs.db\n.idea/\n.vscode/\n", + "new_string": "## OS / IDE ##\n.DS_Store\nThumbs.db\n.idea/\n" + }, + "toolId": "toolu_012cvq4YveChZyQNi2nKaEXQ" + }, + { + "type": "tool_result", + "name": "toolu_012cvq4YveChZyQNi2nKaEXQ", + "result": "The file C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test\\.gitignore has been updated successfully. (file state is current in your context — no need to Read it back)", + "toolId": "toolu_012cvq4YveChZyQNi2nKaEXQ" + }, + { + "type": "tool_call", + "name": "Bash", + "args": { + "command": "git status", + "description": "Show git status after adding .gitignore" + }, + "toolId": "toolu_017DLQMwpySJGZCvCvQ8dGTa" + }, + { + "type": "tool_result", + "name": "toolu_017DLQMwpySJGZCvCvQ8dGTa", + "result": "On branch main\n\nNo commits yet\n\nUntracked files:\n (use \"git add ...\" to include in what will be committed)\n\t.gitignore\n\t.roject/\n\t.vscode/\n\tAssets/\n\tPackages/\n\tProjectSettings/\n\tglobal.json\n\tworkspace/\n\nnothing added to commit but untracked files present (use \"git add\" to track)", + "toolId": "toolu_017DLQMwpySJGZCvCvQ8dGTa" + }, + { + "type": "text", + "text": "Standard Unity noise (`Library/`, `Temp/`, `Logs/`, `UserSettings/`, `Build/`, generated `.csproj`/`.sln`/`.slnx`, `obj/`) is now filtered out, along with `CompileCheck.csproj` (the hand-written dotnet-build helper mentioned in the compiling-without-unity guide, regenerable). `Assets/`, `Packages/`, `ProjectSettings/`, `.vscode/`, and `workspace/` remain tracked as they should be.\n\nI set up `.gitignore` (Unity's standard template + this project's `CompileCheck.csproj`) and removed the empty placeholder `git.ignore` file that was sitting in the repo root. Nothing is committed yet — let me know if you'd like me to stage and commit." + } + ], + "tokenTotal": 1730 + } +] \ No newline at end of file diff --git a/workspace/rojos/_session-data_/order.json b/workspace/rojos/_session-data_/order.json new file mode 100644 index 0000000..e242abb --- /dev/null +++ b/workspace/rojos/_session-data_/order.json @@ -0,0 +1,3 @@ +[ + "6bcb4a78-54ea-43bd-a67d-c231049a056e" +] \ No newline at end of file diff --git a/workspace/rojos/chatty-cathy/chatty-cathy.rojo b/workspace/rojos/chatty-cathy/chatty-cathy.rojo new file mode 100644 index 0000000..8874efc --- /dev/null +++ b/workspace/rojos/chatty-cathy/chatty-cathy.rojo @@ -0,0 +1,85 @@ +{ + "id": "02ba6686-30ff-444c-8568-750401f943e0", + "name": "Chatty Cathy", + "description": "Has no clue about nothing, starts quickly", + "systemPrompt": "You are Chatty Cathy, a friendly chat agent helping with any topic", + "endpoint": { + "type": "external", + "url": "localhost:8900/v1", + "apiKey": "", + "tunnelId": "", + "model": "", + "contextWindow": 256000 + }, + "appearance": { + "rigPath": "rojo-modern.svg", + "layers": { + "*Hair Deco": "Cat Ears", + "*Ear Deco": "Gold", + "Hair": "Mid", + "Shirt": "T-Shirt", + "*Neck Deco": "Neckband", + "*Outerwear": "__none__", + "Head": "Pointy", + "Mouth": "Happy", + "*Beard": "__none__", + "*Moustache": "__none__", + "*Eyes FX": "Top", + "Eyes": "Cat", + "Nose": "Button", + "*Eyes Deco": "__none__", + "*Make Up": "__none__", + "Brows": "Big", + "Ear": "Butterfly" + }, + "colors": { + "EyesFX_Alpha": { + "h": 335, + "s": 100, + "l": 66, + "a": 0.46 + }, + "Lips_Alpha": { + "h": 338, + "s": 100, + "l": 51, + "a": 0.59 + }, + "Outerwear": { + "h": 41, + "s": 44, + "l": 31 + }, + "Background-Center": { + "h": 60, + "s": 100, + "l": 87 + }, + "Background-Edges": { + "h": 46, + "s": 97, + "l": 48 + }, + "Shirt": { + "h": 27, + "s": 88, + "l": 60 + }, + "Hair": { + "h": 40, + "s": 86, + "l": 48 + }, + "Skin": { + "h": 18, + "s": 47, + "l": 66 + }, + "Shading": { + "h": 349, + "s": 97, + "l": 20 + } + } + } +} \ No newline at end of file diff --git a/workspace/rojos/claudia/claudia.rojo b/workspace/rojos/claudia/claudia.rojo new file mode 100644 index 0000000..ab3ee99 --- /dev/null +++ b/workspace/rojos/claudia/claudia.rojo @@ -0,0 +1,84 @@ +{ + "id": "b93454bc-8e4d-47ce-a44d-692cdd2591b3", + "name": "Claudia", + "description": "Clean and fresh Claude session, no initial prompt", + "systemPrompt": "", + "endpoint": { + "type": "claude-code", + "url": "", + "apiKey": "", + "tunnelId": "", + "model": "" + }, + "appearance": { + "rigPath": "rojo-modern.svg", + "layers": { + "*Hair Deco": "__none__", + "*Ear Deco": "__none__", + "Hair": "Strands Bun", + "Nose": "Button", + "Ear": "Round", + "Shirt": "Top", + "*Neck Deco": "Spikes", + "*Outerwear": "__none__", + "Head": "Angular", + "Mouth": "Neutral", + "*Beard": "__none__", + "*Moustache": "__none__", + "*Eyes FX": "Top", + "Eyes": "Cat", + "*Eyes Deco": "California", + "*Make Up": "Rouge", + "Brows": "Curved" + }, + "colors": { + "Shirt": { + "h": 7, + "s": 92, + "l": 61 + }, + "Lips_Alpha": { + "h": 271, + "s": 93, + "l": 45, + "a": 0 + }, + "Hair": { + "h": 27, + "s": 98, + "l": 47 + }, + "Background-Edges": { + "h": 15, + "s": 86, + "l": 41 + }, + "EyesFX_Alpha": { + "h": 26, + "s": 97, + "l": 83, + "a": 1 + }, + "Outerwear": { + "h": 332, + "s": 69, + "l": 39 + }, + "Background-Center": { + "h": 48, + "s": 91, + "l": 79 + }, + "Skin": { + "h": 356, + "s": 37, + "l": 70 + }, + "Shading": { + "h": 205, + "s": 73, + "l": 26 + } + } + } +} \ No newline at end of file diff --git a/workspace/rojos/index.page b/workspace/rojos/index.page new file mode 100644 index 0000000..4e1c1a4 --- /dev/null +++ b/workspace/rojos/index.page @@ -0,0 +1,31 @@ + + + + New Page + + + + + + + +

      Rojos

      Individualized Agents
      +
      + +

      Rojo

      Rojo is the name for the individualized LLMs that can be used in the project. Their settings file (ending with *.rojo)  contains their source and other attributes.
      +

      Rojo Usage

      All *.rojo files defined in the rojos directory can be edited with a Rojo Settings panel and then can be used in the Rojo Chat.
      +
      + + +

      Rojo Agent Customization

      Besides the workspace as a comprehensive entry point, Rojos are designed to get their own individual instructions and can save things that are only relevant to them.

      The agents get an individual start prompt, which can also refer to files in the workspace and could be also a page.

      +

      Agent Memory

      It's wise to instruct every rojo to use its own directory to store memory entries as pages, so that they can save things which a user can read and edit easily.

      Usually the model would be reused, but can also change over time.
      +
      +

      Agent Look

      Rojos can also have a look, so that it is easily distingishable, whether one is a high-end claude api or a running-at-home local LLM.

      Have fun creating cool looks!
      +

      Agent Integrations

      Agents can be integrated from different sources:

      - External/local URLs
      - Rokojori Tunnels
      - Claude API
      - Claude Code locally

      +
      + + + + \ No newline at end of file diff --git a/workspace/rojos/local-claude/claude.rojo b/workspace/rojos/local-claude/claude.rojo new file mode 100644 index 0000000..b6f8cf5 --- /dev/null +++ b/workspace/rojos/local-claude/claude.rojo @@ -0,0 +1,86 @@ +{ + "id": "6bcb4a78-54ea-43bd-a67d-c231049a056e", + "name": "Code Claude", + "description": "Expert for heavy coding tasks. Implements the features in code and is responsible for the tech documentation.", + "systemPrompt": "Hi welcome to new session! You are Claude and you're a generic multi-purpose assistant helping to develop projects in Roject. Get started by reading workspace/index.page (a .page file containing html). It contains all the information and instructions, that you need. Your role as Rojo is being an expert in heavy coding tasks. You implement the features in code and are responsible to create the tech documentation.", + "endpoint": { + "type": "claude-code", + "url": "", + "apiKey": "", + "tunnelId": "", + "model": "", + "contextWindow": 200000 + }, + "appearance": { + "rigPath": "rojo-modern.svg", + "layers": { + "Hair": "Side", + "Head": "Long", + "Mouth": "Neutral", + "Eyes": "Rectangle", + "Nose": "Aqua", + "Brows": "Neutral", + "Ear": "Round", + "*Ear Deco": "__none__", + "*Outerwear": "Jacket", + "*Neck Deco": "__none__", + "*Hair Deco": "__none__", + "*Beard": "Unshaved", + "*Moustache": "Unshaved", + "*Glasses": "__none__", + "Shirt": "T-Shirt", + "*Eyes FX": "__none__", + "*Eyes Deco": "__none__", + "*Make Up": "__none__" + }, + "colors": { + "Background-Center": { + "h": 42, + "s": 100, + "l": 57 + }, + "Background-Edges": { + "h": 12, + "s": 100, + "l": 55 + }, + "Shirt": { + "h": 21, + "s": 88, + "l": 59 + }, + "Shading": { + "h": 192, + "s": 44, + "l": 6 + }, + "Skin": { + "h": 13, + "s": 37, + "l": 84 + }, + "Hair": { + "h": 24, + "s": 100, + "l": 49 + }, + "Outerwear": { + "h": 17, + "s": 10, + "l": 23 + }, + "EyesFX_Alpha": { + "h": 181, + "s": 83, + "l": 43, + "a": 1 + }, + "Lips_Alpha": { + "h": 103, + "s": 63, + "l": 69, + "a": 0 + } + } + } +} \ No newline at end of file diff --git a/workspace/rojos/local-claude/corrections.page b/workspace/rojos/local-claude/corrections.page new file mode 100644 index 0000000..f17cf19 --- /dev/null +++ b/workspace/rojos/local-claude/corrections.page @@ -0,0 +1,43 @@ + + + + Corrections + + + + + + + +

      Corrections

      A running log of moments where the user had to correct, redirect, or clarify something the agent (this Rojo) did or misread. Not a blame log - a calibration log. See Agent Conduct for the rule that keeps this updated, and read the most recent entries here before starting non-trivial work, since a pattern repeated twice belongs in a guide instead of staying a log entry.

      +
      + + +

      2026-08-21

      HTML/CSS conventions

      Across the rojo-editor UI work, the agent repeatedly wrote plain <button> elements, rem units, same-line opening braces, and defaulted to display:flex without being asked - none of which match how this project's owner actually wants HTML/CSS written. Corrected into Writing HTML/CSS so it doesn't need repeating per-component.

      +
      + + +

      2026-08-21

      Layer group visibility semantics

      The agent first modeled a "layer group" as picking one sibling layer to show and hiding the rest of the group entirely - which would have hidden one eye by default for eyes-right/eyes-left. The user corrected this: a group picks a type name, and every layer in the group shows whichever of its own children matches that name (or nothing, if it has none). Worth re-reading before touching rig/appearance logic again - see the rig-parsing algorithm in source/components/rojo-settings-panel/RojoAppearance.ts.

      +
      + + +

      2026-08-28

      Skipped existing asset/i18n conventions when building a "real app" component

      Asked to build the landing-hero component - explicitly told it would become the real Roject index page, not a throwaway mock - the agent still wrote the logo as plain styled text and hardcoded every copy string directly in the .ts template literal. Two real conventions already existed and were missed: a real logo asset (source/rojos/roject.svg, fetched/inlined/re-framed by project-list-default.ts's _buildLogoHtml(), with a .webp fallback) and a real locale/i18n system (source/locale-data/<lang>/*.txt, source/locales/LocaleManager.ts, source/server/localeGenerator.ts). A keyword grep for "logo" missed the asset because the file is named roject.svg, not anything containing "logo" - the search should have been "how does an existing similar component (e.g. project-list-default) source its logo and copy" rather than a literal string match. User called the session tainted and closed it. Before writing new UI copy or brand assets into a component meant for the real app, check how an existing sibling component sources the same kind of content first.

      +
      + + +

      2026-09-02

      "Harmonize Toolbar" never actually harmonized the toolbar container itself

      Across several sessions (this one included), each "Harmonize Toolbar" pass wired a panel onto panel-button/Toolbar Modes but left the toolbar container's own CSS as a fresh, separately-declared rule instead of extending one shared rule - four of five panels ended up with a functionally identical display:flex; align-items:center; gap; background; border-bottom; flex-shrink:0; block, hand-copied with small unintentional drift (gap 4/6/8px, flex-wrap present or missing with no reasoning behind which). This was the same root cause behind that session's row-height alignment bugs - fixing the height contract in toolbar-modes.css fixed height specifically, but the surrounding rule each panel still writes by hand can drift in every other respect. The user pointed out the pattern only after reviewing multiple sessions' worth of "harmonize" work side by side, not from a single session's diff. Documented as a known issue + planned refactor at reference/toolbar-modes. Lesson: when asked to harmonize/consolidate near-identical code across components, actually extract one shared rule - matching-but-separately-declared copies in each file is not harmonized, even if every individual copy looks clean and each session's own diff looks reasonable in isolation. Check for this by diffing the actual per-component rule blocks against each other, not just confirming each one individually "looks right."

      +
      + +

      2026-09-17

      Activated a pre-existing non-compliant file without bringing it up to convention first

      Wiring the "Update Roject Index" task's landing-page header, the agent included app-nav.ts/app-nav.css as-is - a component that already existed in the repo but had never actually been used on any page. It still used <span class="nav-brand">/<div class="nav-links">/<div class="nav-user"> instead of custom elements, and same-line opening braces - both already corrected into Writing HTML/CSS on 2026-08-21. The agent had read that guide fresh this same session and still didn't apply it, reasoning (implicitly, never stated) that the file wasn't code it was writing new, just reusing. That's the gap: making a previously-dead file live for the first time is exactly the kind of touch Architecture's On-The-Go Refactoring section means - it should have been brought in line with current convention before being activated, not left as an exception because the diff was small. Also removed dead button/.btn-delete CSS rules in the same file that matched no markup the component ever rendered. Lesson: "I'm not touching this code" doesn't apply once you're the one making it load for the first time - check it against the guides at that point, same as code written from scratch.

      +
      + + +

      2026-09-21

      Wrote new TypeScript without reading the "Writing TypeScript Code" guide

      Across the Rojo Chat fill-state/action-selector work, the agent wrote several new methods in rojo-chat-panel.ts and all of RojoChatCounter.ts using unbraced single-statement conditionals (if ( !text ) return 0;, if ( x ) return y; chains in URL-builder methods, unbraced for loop bodies) - directly against Writing TypeScript Code's explicit, no-exception rule: every conditional/loop body is a braced block with the opening brace on its own new line. The guide was never read this session before writing the code; the user caught it by name ("did you actually read the writing typescript guide?"). Worth noting for next time: two other guides (writing-backend-routes, and the panel-scaffold example in writing-editor-panels) explicitly show the compact single-line if ( !id ) { ...; return; }/if ( this._initialized ) return; style as their own documented convention for Express route guards and the panel-init boilerplate respectively - so "always brace on a new line" is the default for general class/application logic specifically, not a blanket rule across every guide, and the existing codebase itself is inconsistent about it outside those two carved-out areas. Lesson: for any task that involves writing new TypeScript (not just editing an existing line in-place), read guides/writing-typescript-code at the start - it wasn't in the first-layer read list already covered at session start, but should be treated as required reading the moment a task involves writing new code, the same way writing-backend-routes/writing-editor-panels already get checked for routes/panels.

      +
      +
      + + + +