12-task TDD plan covering bond registry, proposal interactions,
classification rework, config additions, and client display updates.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Separates feelings (asymmetric sentiment values) from formal
relationship statuses (mutual bonds in a central registry).
Introduces proposal interaction protocol for partnership formation
with acceptance/rejection mechanics.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Two bugs caused accessories to render independently of their NPC:
1. spawnEntities ran concurrently with state updates, allowing duplicate
sprites to be created for the same entity. The orphaned sprite would
animate in place but never move. Fixed by deferring onStateUpdate
registration until initial spawn completes.
2. CharacterCompositor tracked load intent (Set) rather than load
completion (Promise), so concurrent preloads could composite before
shared textures finished loading — producing sprites with missing
skin layers. Fixed by using a Map<string, Promise> so concurrent
callers await the same per-file load promise.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The updateRelationships method rebuilds DOM every broadcast tick,
which reset expand/collapse state. Now tracks expanded tiers in a
Set that persists across re-renders.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Update CLAUDE.md with relationship system entry points, conventions, test count
- Restore NPC info panel to 280px width with original font sizes
- Add responsive scaling to Phaser game config
- Bump CommandPanel font sizes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix stale test count (29 -> 86) and system order in CLAUDE.md
- Add new key entry points for stat system files
- Add shared build command
- Document stat conventions (3d6, modifiers, drift, wire protocol)
- Add NPC Stats section to README with stat descriptions and effects
- Add Game Constants table pointing to shared/src/constants.ts
- Update follow mode description with stats display
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add Math.max(3, ...) to baseline drift in socialSystem to prevent
stats drifting below minimum (was only clamping upward with Math.min)
- Make NpcInfoPanel.updateStats private (only called from updateInfo)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Positive social outcomes drift sociability and empathy up (+0.05),
negative outcomes drift temperament up (+0.02), capped at 18.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
High constitution slows hunger/energy decay, low constitution speeds it.
Uses getEffectiveStat helper which defaults to 10 for entities without
stats, preserving backward compatibility.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add stats and statModifiers components to spawnNPC, and run
statModifierSystem as the first system in the GameLoop update cycle.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers shared types, stat generation, modifier system, system
integrations (needs decay, social), serialization, and UI display.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Two-tier stat system (Physical + Personality) using 3d6 generation,
transient modifiers, slow baseline drift, and integration points
for needs decay, brain, and social systems.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>