chore(@projects/@magic-civilization): 🔧 .local→.lan mesh hosts + objectives dashboard sync

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Natalie 2026-06-19 05:30:29 -05:00
parent 0234bb5892
commit 0349a4e8fd
5 changed files with 55 additions and 19 deletions

8
.env
View file

@ -11,17 +11,17 @@
# New keys: document them in `.env.example` with a one-line comment.
# ── Forgejo forge (non-secret: host URL only) ──────────────────────
FORGEJO_HOST=http://forge.black.local
FORGEJO_HOST=http://forge.black.lan
FORGEJO_ORG=magicciv
# ── Two-host workflow (edit host → run host) ───────────────────────
AUTOPLAY_HOST=lilith@apricot.local
AUTOPLAY_HOST=lilith@apricot.lan
PROJECT_ROOT_REMOTE=~/Code/@projects/@magic-civilization
REMOTE_RUNNER=~/bin/run_ap3.sh
SCREENSHOT_HOST=natalie@plum.local
SCREENSHOT_HOST=natalie@plum.lan
# ── Dev-guide deploy (p1-15, tourguide) ────────────────────────────
NEXT_DEPLOY_HOST=lilith@black.local
NEXT_DEPLOY_HOST=lilith@black.lan
NEXT_DEPLOY_PATH=/bigdisk/next/mc/
# ── Guide resource / simulator paths (relative to repo root) ───────

View file

@ -492,7 +492,7 @@
| [p2-72a-save-format-migration](p2-72a-save-format-migration.md) | 🟡 partial | P2 | Decouple save format from GDScript-class shape | [simulator-infra](../team-leads/simulator-infra.md) | 🔒 p2-72a-gdgamestate-canonical-render-source |
| [p2-72b-promote-playerstate-cities-to-city](p2-72b-promote-playerstate-cities-to-city.md) | ✅ done | P2 | Parallel-field cities synthesis at Godot bridge (Option C) | [simulator-infra](../team-leads/simulator-infra.md) | 🟢 |
| [p2-73-ui-theme-token-pipeline](p2-73-ui-theme-token-pipeline.md) | ✅ done | P2 | UI theme pipeline — generate ui_theme.tres from design-tokens.json + apply globally | [wireguard](../team-leads/wireguard.md) | 🟢 |
| [p2-74-ui-dehardcode-to-tokens](p2-74-ui-dehardcode-to-tokens.md) | 🔴 stub | P2 | De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens | [wireguard](../team-leads/wireguard.md) | 🟢 |
| [p2-74-ui-dehardcode-to-tokens](p2-74-ui-dehardcode-to-tokens.md) | 🟡 partial | P2 | De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens | [wireguard](../team-leads/wireguard.md) | 🟢 |
| [p2-75](p2-75-improvement-effects-subsystem.md) | 🟡 partial | P2 | Improvement-completion effects subsystem in Rust — move completion side-effects out of GDScript | — | 🟢 |
| [p2-76](p2-76-bunker-improvement.md) | ✅ done | P2 | Bunker improvement — deposit-destroying fortified subterranean chamber | — | 🟢 |
| [p2-77](p2-77-deposit-destruction-taxonomy.md) | ❌ missing | P2 | Deposit-destruction environmental taxonomy — destruction_effect classes + contamination engine | — | 🟢 |
@ -501,6 +501,9 @@
| [p2-80](p2-80-mc-worldsim-integration.md) | ✅ done | P1 | mc-worldsim orchestration crate — drive the existing worldsim engines in the playable turn | — | 🟢 |
| [p2-81](p2-81.md) | 🟡 partial | P2 | Improvement effects authored-but-unwired — move moisture/wind/erosion/movement to Rust | — | 🟢 |
| [p2-82](p2-82-climate-input-save-fidelity.md) | ✅ done | P2 | Climate-input save-fidelity — persist (or re-derive) worldgen-static grid inputs across save/load | — | 🟢 |
| [p2-85](p2-85-poi-sprites-and-tooltips.md) | 🟡 partial | P2 | POI sprites + hover tooltips — lairs (and resources) legible on the map | [asset-sprite](../team-leads/asset-sprite.md) | 🟢 |
| [p2-86](p2-86-mcp-rendered-driver.md) | 🟡 partial | P2 | Claude-player MCP — rendered driver mode (drive UI + capture screenshots) | [simulator-infra](../team-leads/simulator-infra.md) | 🟢 |
| [p2-87-single-color-system-sot](p2-87-single-color-system-sot.md) | 🟡 partial | P2 | Single game-wide colour system — one source of truth, layered tokens, every consumer derives from it | [wireguard](../team-leads/wireguard.md) | 🟢 |
| [p3-01](p3-01-courier-diplomacy.md) | ✅ done | P3 | Courier-gated diplomacy — open borders + shared maps via tech-tiered courier units | [envoy](../team-leads/envoy.md) | 🟢 |
| [p3-03](p3-03-courier-route-resolver.md) | ✅ done | P3 | Courier route resolver — real hex pathfinding, per-tier movement, severable infrastructure | [envoy](../team-leads/envoy.md) | 🟢 |
| [p3-04](p3-04-per-hex-improvement-layer.md) | ✅ done | P3 | Per-hex improvement layer in `mc-core` / `mc-turn` — anchor improvements at (col,row) | [envoy](../team-leads/envoy.md) | 🟢 |

File diff suppressed because one or more lines are too long

View file

@ -4,6 +4,6 @@
# and append Episodes 2-5 to the sidebar. Keeps contributor-facing dev runs
# in "all episodes" mode so scope drift is visible early. Production builds
# ignore this file — see .env.production (+ the explicit override
# `VITE_DEV_GUIDE=1` in `./run deploy:guide:next` for the mc.next.black.local
# `VITE_DEV_GUIDE=1` in `./run deploy:guide:next` for the mc.next.black.lan
# dev-preview deploy).
VITE_DEV_GUIDE=1

View file

@ -1,6 +1,6 @@
# Vite prod-mode env (tracked). Loaded automatically by `pnpm build`.
#
# Production build = Episode 1 only (Age of Dwarves Early Access). The
# dev-preview deploy at mc.next.black.local overrides VITE_DEV_GUIDE in the
# dev-preview deploy at mc.next.black.lan overrides VITE_DEV_GUIDE in the
# shell env (see `./run deploy:guide:next`).
VITE_DEV_GUIDE=0