diff --git a/.roject/layout-m7poxa5t07hwwhjjkt252a.json b/.roject/layout-m7poxa5t07hwwhjjkt252a.json index 0a57b0e..b433531 100644 --- a/.roject/layout-m7poxa5t07hwwhjjkt252a.json +++ b/.roject/layout-m7poxa5t07hwwhjjkt252a.json @@ -1 +1 @@ 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+{"version":2,"activePortraitPanel":"center","panels":{"left":{"weight":0.138075,"sections":[{"weight":1,"tabContainers":[{"weight":1,"activeTabId":"file-tree-gh70t3rm1nf","tabs":[{"id":"file-tree-gh70t3rm1nf","label":"/","panelType":"file-tree","tag":"file-tree-panel","openFile":null,"state":{"rootPath":"","openPaths":[".roject"],"selectedPath":".gitignore","scrollTop":0}},{"id":"file-tree","label":"Scripts","panelType":"file-tree","tag":"file-tree-panel","openFile":null,"state":{"rootPath":"Assets/Scripts","openPaths":["Assets/Scripts/Project","Assets/Scripts/Rokojori/Dialog","Assets/Scripts/Rokojori/Dialog/Conditions","Assets/Scripts/Rokojori/Dialog/Testing"],"selectedPath":"Assets/Scripts/Rokojori","scrollTop":0}},{"id":"file-tree-lo16p0vjz1f","label":"workspace","panelType":"file-tree","tag":"file-tree-panel","openFile":null,"state":{"rootPath":"workspace","openPaths":["workspace/actions","workspace/actions/tave-over-session","workspace/boards","workspace/guides","workspace/outline","workspace/outline/tech","workspace/rojos","workspace/rojos/local-claude"],"selectedPath":"workspace/boards/tasks.page","scrollTop":0}}]}]}]},"center":{"weight":0.320084,"sections":[{"weight":1,"tabContainers":[{"weight":1,"activeTabId":"code-panel-fmsze866lks","tabs":[{"id":"page-editor","label":"tasks.page","panelType":"page-editor","tag":"page-editor-panel","openFile":"workspace/boards/tasks.page","state":{"scroll":{"x":0,"y":0}}},{"id":"code-panel-fmsze866lks","label":"global.json","panelType":"code-panel","tag":"code-panel","openFile":"global.json","state":{"scroll":{"left":0,"top":0}}}]}]}]},"right":{"weight":0.541841,"sections":[{"weight":1,"tabContainers":[{"weight":1,"activeTabId":"rojo-chat-yo0k9ambmqa","tabs":[{"id":"rojo-chat-yo0k9ambmqa","label":"Code Claude · 3c3cb234","panelType":"rojo-chat","tag":"rojo-chat-panel","openFile":null,"state":{"rojoId":"6bcb4a78-54ea-43bd-a67d-c231049a056e","sessionId":"3c3cb234-3120-44f1-81d0-ae90bc92c8da","promptRatio":0.25472747497219134}},{"id":"terminal-panel-91mi0dc51p5","label":"Terminal","panelType":"terminal-panel","tag":"terminal-panel","openFile":null,"state":{"cwd":"C:\\rokojori\\projects\\unity-projects\\Unity-Roject-Test","shellId":"powershell","legacyMiddleClick":false}},{"id":"rojo-chat-hou9naf0lus","label":"Code Claude · 77e12657","panelType":"rojo-chat","tag":"rojo-chat-panel","openFile":null,"state":{"rojoId":"6bcb4a78-54ea-43bd-a67d-c231049a056e","sessionId":"77e12657-114e-470b-a22f-c05509121c80","promptRatio":0.11123470522803114}}]}]}]}}} \ No newline at end of file diff --git a/workspace/history/index.page b/workspace/history/index.page index 2ab6442..617d348 100644 --- a/workspace/history/index.page +++ b/workspace/history/index.page @@ -13,6 +13,9 @@

History

+ +

25 September 2026 - Reference & Outline Update

Wrote four reference pages documenting the systems built earlier today: reference/rokojori-base (Unique, EventSlot, Locale, RJLog, extensions), reference/game-state, reference/dialog, and reference/simulation. Linked all four from reference/index.page under a new "By System" section.

Each page leads with the non-obvious part rather than restating the code: for Game State, the asset/runtime-value split and why key exists separately from the inherited name; for Dialog, the per-block-type behaviour table and the DialogList flow assumption; for Simulation, that playerCount and the renderer are placeholders with nothing wired up yet.

Ran the Update Outline action: outline/index.page's "Current State" and "What's next" sections had been stale since project creation ("It just started, only the first initial files exist") - replaced with the actual state (three singletons implemented, not yet Editor-verified, no real UI) and a concrete next-steps list. No code changed in this entry - documentation only.
+

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.
diff --git a/workspace/outline/index.page b/workspace/outline/index.page index 681c61e..5177021 100644 --- a/workspace/outline/index.page +++ b/workspace/outline/index.page @@ -16,12 +16,12 @@

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
+

Current State

The three core singletons all have code now: GameStateManager, DialogManager (with a full DialogProcessor/DialogBlock graph engine), and SimulationManager (turn loop over GamePhases). See reference/index.page for how each one works.

None of it has been opened in the Unity Editor yet - only compile-checked outside it (see guides/compiling-without-unity/index.page). There is no real UI - DialogManager's Show() throws, and the SimulationRenderer is a stub that completes instantly.
+

What's next

1. Open the project in the Unity Editor and verify the new scripts actually work there (create test assets, check the console).
2. Sign off on a handful of implementation assumptions the tech outline left open - see outline/tech/index.page, "Implementation Status".
3. Build real dialog UI and wire it into DialogManager.
4. Write concrete example GamePhases (turn-start conditions, world simulation) once the state they need to track is clearer.

MVP/Core Features

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

Highlights & Details

Nothing there yet
+

Highlights & Details

A data-driven dialog graph (branching, conditions, actions, all as ScriptableObject assets) that runs standalone or as a phase inside the turn loop - see reference/dialog/index.page.

Tech Stack

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

Misc

Additions
diff --git a/workspace/reference/dialog/index.page b/workspace/reference/dialog/index.page new file mode 100644 index 0000000..4fac10a --- /dev/null +++ b/workspace/reference/dialog/index.page @@ -0,0 +1,28 @@ + + + + Dialog — Unity-Roject-Test + + + + + + + +

Dialog

Assets/Scripts/Rokojori/Dialog - a standalone dialog engine plus a UI-facing singleton on top of it. See outline/tech/index.page for the design intent and the open assumptions this implementation made.
+
+ +

The Three Layers

DialogProcessor is the engine - it only knows about IDialogDisplay, nothing about UI or DialogManager. DialogManager is the UI-facing singleton - implements IDialogDisplay, and StartDialog() is the only entry point anyone outside this folder should call. DialogPhase (in Simulation/) is a thin wrapper so a dialog can be one step in a turn loop.

Execution Loop

DialogProcessor.Run( start ) repeats current = await current.Run( display ) until current is null. Each DialogBlock decides its own next step; the base class default is simply "return next" (linear flow), and only PlayerChoice / DialogBranch override that to branch.
+

Block-by-Block Behaviour

DialogLine - calls display.Show(this), awaits it, returns next.
PlayerChoice - calls display.Show(this), reads answer.selectedOptionIndex, runs that option's action if set, returns that option's next.
DialogBranch - no display call. Returns branch if condition.Evaluate() is true, else the inherited next.
DialogList - runs its own blocks in flat order, ignoring each child's own "next" while inside the list, then returns its own next. This is an assumption, not confirmed - see outline/tech "Implementation Status". Practical effect: don't put a PlayerChoice/DialogBranch directly inside a DialogList's blocks, its branch target will be silently discarded.
ReturnBlock - always returns null, ending the whole dialog (even if nested inside a DialogList).
CommentBlock - editor-only, no override, just falls through to next like the default.
+
+ +

Conditions & Actions

GameStateCondition (CompareInt, HasObject, ListCondition) and GameStateAction (SetProperty, ModifyProperty, ActionList) both read/write through GameStateManager.instance - they never touch DialogBlock state directly. HasObject currently checks a GameStateBoolVariable flag since there's no inventory/object system to check membership against yet.

PlayerChoice.options[i].action is not in the original design outline - added to give choices a way to change game state, since Conditions and Actions were described as a pair but no block explicitly triggered an Action.
+

Testing Without UI

HeadlessDialogDisplay implements IDialogDisplay without any Unity UI - it logs every block it's shown into visitedBlocks and answers PlayerChoice via the chooseOption delegate (defaults to always picking option 0). Drive a dialog with DialogProcessor.Create( new HeadlessDialogDisplay() ).Run( start ) to test branching logic in isolation.

Gotcha

DialogManager.Show() currently throws NotImplementedException - there's no real UI wired up yet (Assets/UI is empty). Use HeadlessDialogDisplay for anything that doesn't need to render.
+
+
+ + + + diff --git a/workspace/reference/game-state/index.page b/workspace/reference/game-state/index.page new file mode 100644 index 0000000..20213f0 --- /dev/null +++ b/workspace/reference/game-state/index.page @@ -0,0 +1,28 @@ + + + + Game State — Unity-Roject-Test + + + + + + + +

Game State

Assets/Scripts/Rokojori/GameState - the shared state layer everything else reads and writes through. See also outline/tech/index.page for the design intent.
+
+ +

The Split: Asset vs Runtime Value

This is the one non-obvious thing about this system. GameStateVariable (and its subtypes GameStateNumberVariable / GameStateBoolVariable) are ScriptableObject assets - shared, on-disk config. They only hold an initialValue and a key. They do not hold the live, current value.

The actual mutable game state lives in two dictionaries on GameStateManager - _numberValues and _boolValues, both marked [NonSerialized] since they're pure runtime cache, rebuilt from the variables list in Awake(). Never read or write these dictionaries directly - always go through GameStateManager.instance.GetValue(...) / SetValue(...), which are overloaded per variable type.
+

key vs name

ScriptableObjects already have a name (inherited from UnityEngine.Object - the asset's filename). GameStateVariable.key is a separate, deliberately-added field used as the stable identifier in JSON save data, so renaming an asset in the editor doesn't silently break old save files.

SetValue Also Fires onChanged

SetValue updates the dictionary and dispatches the variable's own onChanged EventSlot in the same call - there's no separate notify step. Reading via GetValue never fires anything.
+
+ +

Save / Load

ToJson() / FromJson( json ) use Unity's JsonUtility, which can't serialize a Dictionary directly - hence the private NumberEntry / BoolEntry / SaveData classes that flatten the dictionaries into lists of key/value pairs first.

Gotcha: if FromJson finds a saved key that no longer matches any variable in the current variables list, that entry is silently skipped - no error, no warning.
+

Cheat Sheet

GameStateManager.instance - the singleton (via Unique<T>).
.GetValue( GameStateNumberVariable ) / .GetValue( GameStateBoolVariable )
.SetValue( variable, value ) - updates + fires onChanged
.ToJson() / .FromJson( json )

To add a new variable type (e.g. string), mirror GameStateNumberVariable: a new GameStateVariable subclass, a new dictionary + Get/SetValue overload pair on GameStateManager, and a new Entry class for JSON.
+
+
+ + + + diff --git a/workspace/reference/index.page b/workspace/reference/index.page index a3697c6..c4e05ff 100644 --- a/workspace/reference/index.page +++ b/workspace/reference/index.page @@ -18,6 +18,9 @@

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.
+
+

By System

Rokojori Base
The generic library layer - Unique<T>, EventSlot, Locale, RJLog, extensions.

Game State
GameStateManager and the GameStateVariable asset types.
+

 

Dialog
DialogManager, DialogProcessor, the DialogBlock graph, Conditions and Actions.

Simulation
GamePhase, SimulationManager's turn loop, and the current renderer stub.
diff --git a/workspace/reference/rokojori-base/index.page b/workspace/reference/rokojori-base/index.page new file mode 100644 index 0000000..c743a6a --- /dev/null +++ b/workspace/reference/rokojori-base/index.page @@ -0,0 +1,28 @@ + + + + Rokojori Base — Unity-Roject-Test + + + + + + + +

Rokojori Base

The generic library layer under Assets/Scripts/Rokojori - no project code may be referenced from here, only Unity core. Everything else (GameState, Dialog, Simulation) is built on top of this.
+
+ +

Unique<T>

Unique<T>.Get() is the singleton locator used everywhere (GameStateManager.instance, DialogManager.instance, SimulationManager.instance, SimulationRenderer.instance). It searches the root game objects of all open scenes for a component of type T on first access and caches the result statically - there is no manual registration step. This means exactly one instance is expected to exist in the open scenes; a second instance is never detected or warned about.

EventSlot<T>

A plain pub/sub slot - AddAction, RemoveAction, Once, DispatchEvent( value ). Listeners added or removed during a dispatch are queued and only applied after the current dispatch finishes (_canModify guards this) - safe to unsubscribe yourself from inside your own callback.

Used directly as the type of GameStateNumberVariable.onChanged / GameStateBoolVariable.onChanged.
+

EventProperty<T> / ReadonlyEventProperty<T>

An observable value built on EventSlot. Setting .value only dispatches if the new value differs from the old one (via EqualityComparer<T>.Default) - assigning the same value twice fires nothing. SetSilent() changes the backing value without dispatching. Not currently used by GameState/Dialog/Simulation - those roll their own change tracking (GameStateManager's dictionaries + each variable's own EventSlot) instead.

Locale / LocaleText / LocaleCode

Locale is the abstract base (a ScriptableObject with GetLocale( LocaleCode )); LocaleText is the only concrete implementation and currently just returns its en field regardless of the requested LocaleCode - there is no real per-language switching yet. LocaleManager.currentLocale exists but nothing reads it. DialogLine/PlayerChoice reference Locale assets for their text, so localization can be wired in later without touching Dialog code.
+
+ +

RJLog

Static wrapper over Debug.Log/LogWarning/LogError. Takes a leading object plus a params object[] and space-joins everything into one string - RJLog.Log( "value:", 5, someObject ).

ListExtensions

list.Has( item ) (index-based, works without IEquatable) and list.RemoveList( removals ) (removes every item in one list from another).
+

SceneExtensions

scene.Get<T>() and SceneExtensions.GetInOpenScenes<T>() search root game objects (and their children) for a component - this is what Unique<T> calls internally.

Null

An empty marker class with a private constructor - not referenced by anything yet.
+
+
+ + + + diff --git a/workspace/reference/simulation/index.page b/workspace/reference/simulation/index.page new file mode 100644 index 0000000..1c37b91 --- /dev/null +++ b/workspace/reference/simulation/index.page @@ -0,0 +1,28 @@ + + + + Simulation — Unity-Roject-Test + + + + + + + +

Simulation

Assets/Scripts/Rokojori/Simulation - the turn loop that drives GamePhases. The least finished of the three systems - see outline/tech/index.page for what's still missing.
+
+ +

The Turn Loop

SimulationManager.Run():
intro → while not finished: preTurn → playerTurn ×playerCount → postTurn → (loop) → outro.

Each list is run by RunPhases(), which executes phases in order and checks phase.gameFinished after each one. If any phase sets it, RunPhases returns immediately (skipping the rest of that list) and Run() skips straight to outro instead of continuing the while-loop.
+

playerCount Is a Placeholder

There is no Player type anywhere in the codebase yet. SimulationManager.playerCount is a plain int defaulting to 1 - nothing currently sets it automatically. An intro phase is expected to set it (e.g. from a GameState variable) before the turn loop needs it, but that phase doesn't exist yet either.

GamePhase

Abstract ScriptableObject. Execute( GameStateManager, SimulationRenderer ) does the work; set gameFinished = true from inside it to end the game early. No concrete example phases exist yet (ShowTurnStartConditions / SimulateWorld were only described narratively in the outline, no code contract given).
+
+ +

SimulationRenderer / SimulationCommand - Stubs

SimulationRenderer.Enqueue( command ) currently just returns Task.CompletedTask immediately - there's no rendering/animation pipeline behind it. SimulationCommand is an empty abstract base with no concrete commands defined. A GamePhase can call Enqueue today and it will compile and "work" (complete instantly), but nothing will actually happen on screen.
+

DialogPhase

Lives here, not in Dialog/, because it's a GamePhase, not part of the dialog engine itself. Just awaits DialogManager.instance.StartDialog( start ) - all real logic stays in Dialog/.
+
+
+ + + + diff --git a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json index 63395a9..81e8959 100644 --- a/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json +++ b/workspace/rojos/_session-data_/6bcb4a78-54ea-43bd-a67d-c231049a056e.json @@ -8,7 +8,7 @@ { "sessionId": "3c3cb234-3120-44f1-81d0-ae90bc92c8da", "startedAt": 1790366226373, - "lastUsedAt": 1790366817332, + "lastUsedAt": 1790368437683, "firstMessagePreview": "Can you use the action \"take-over-session\"?" }, { 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 index 3d2cea4..548dd15 100644 --- 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 @@ -1871,5 +1871,10 @@ } ], "tokenTotal": 28229 + }, + { + "role": "user", + "timestamp": 1790368437684, + "text": "You are fast! Very good. \n\nCan you write for every thing something into the reference? \nUse one for the Rokojori base things, like events, locales, and than for each of your field like game state, dialog, simulation. \n\nAfter that run the action \"Update Outline\" to update the state of the project, you can also add some details when you think it makes sense. \n\nAfterwards use the action \"Update History\", use today for the entry, 25th sept. \n\nI pushed all files already, but when you are finished with the refernece and history add all, commit and push. No need to ask again for pushing" } ] \ No newline at end of file