MRPCI/games/neon-precinct/rooms
type-two ce42d69a3a v0.5 — playtest-driven fixes + engine/UX upgrades
Bugs found by playing the game over the bus:
- hotspots now have positions: 'walk to precinct door' pathfinds there,
  and touch verbs walk over to hotspots like they do to props/NPCs
- GameState::settle(): the MCP surface resolves walk-then-act in one call
  instead of returning zero events on a distant verb
- typed 'use X on Y' walks over like a clicked use (was unlimited range)
- taking/deleting a solid prop rebakes — no more lingering invisible walls
- sergeant dialogue no longer loops back to its greeting
- serde-facing maps are BTreeMap: room JSON and --sample are byte-stable

Engine:
- sprite-sheet actor views: <name>-sheet<C>x<R>.png slices into C frames x
  R direction loops (vend-bot now rolls on animated treads)
- pixel-accurate click targeting with 1px slop; typed commands click
  mid-sprite (a feet click lands between an actor's legs)
- parser: compass walking (go east / n), 'bye' ends conversations,
  'look' lists exits

GUI:
- hover hot-text: cursor reads the sentence a click would say
- death banner + '+N' score toast

Tests: full-playthrough regression suite (win path, death rewind,
walk-over dialogue, solid-prop footprint) + sheet slicing unit test.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:38:33 +10:00
..
room0.json v0.5 — playtest-driven fixes + engine/UX upgrades 2026-07-27 13:38:33 +10:00
room1.json v0.5 — playtest-driven fixes + engine/UX upgrades 2026-07-27 13:38:33 +10:00
room2.json v0.5 — playtest-driven fixes + engine/UX upgrades 2026-07-27 13:38:33 +10:00