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feat(inner-keep): add persistent construction and a living authored estate - #182

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ael-dev3 wants to merge 5 commits into
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agent/inner-keep-construction-v1
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feat(inner-keep): add persistent construction and a living authored estate#182
ael-dev3 wants to merge 5 commits into
mainfrom
agent/inner-keep-construction-v1

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@ael-dev3 ael-dev3 commented Aug 3, 2026

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Summary

Build the Inner Keep as a persistent, server-authoritative construction system and a production-ready living castle compound, then extend its presentation beyond the walls into a visibly inhabited estate. The city is now larger, easier to build in, and blended into the surrounding world with softer edges. The feature remains inactive: this PR does not merge, deploy, publish, seed, backfill, or activate anything.

What this PR includes

  • Adds the inactive V1 authority model: eight economy slots, four reserved future slots, one private Builder per castle, four buildings with five levels, exact costs and discounts, offline scheduled completion, idempotent receipts, and protected-state checks.
  • Keeps gameplay authority in SpacetimeDB. The client sends only a canonical slot, building kind, and bounded request key; coordinates, timers, balances, and outcomes stay server-derived.
  • Integrates the exact authorized Warpkeep-Assets selection: 38 static assets across 114 High/Balanced/Compact GLBs, six previews, 20 presentation actors across 40 GLBs, and three content-addressed Lowlands Rabbit GLBs—163 exact Inner Keep runtime files in total.
  • Expands the palisade to a 40.4 × 36 meter compound (about 1,454 square meters), re-spaces all twelve build sites, and preserves at least 0.2 meters of proved separation for the largest Level-5 building footprints.
  • Keeps the Grand Covenant Cathedral as the northern anchor and the Barracks as the western garrison, with 76 deterministic authored placements, wider roads, a dirt wall apron, district lanes, and staggered perimeter planting.
  • Builds a 68 × 76 meter outer estate with nine named topographic features, an exactly level rounded compound plateau, rolling ridges and shelves, meadows, woodland margins, and one connected downhill headwater-to-lake system.
  • Adds quality-scaled exterior life: 72/44/22 authored trees across six Warpkeep-Assets species, 2,400/1,400/480 grass blades, 8/6/4 scenic food/wood/stone/gold structures, 10/7/4 rabbits, one animated supply wagon, and 9/6/3 exterior citizens and patrol actors for High/Balanced/Reduced.
  • Replaces the Cathedral guard ellipse with open city routines. Citizens now make supply runs and work at their stops, while guards cover separate Cathedral, garrison, east-wall, and south-gate beats.
  • Gives every city routine its own deterministic speed, dwell time, phase, route purpose, and brief turnaround. High quality has seven distinct open shuttles, so walking, working, conversations, and standing watch never collapse into one synchronized procession.
  • Keeps grass clear of central roads, district lanes, rotated construction footprints, ambient routes, water, and scenic pads. The full patrol-road surface detours around both the headwater and lake.
  • Reuses the reviewed Wheat Farm, Logging Camp, Stone Quarry, Gold Mine, Supply Wagon, and tree runtime families. Every outer structure and actor is presentation-only: no gathering site, balance, collision, movement, ownership, production, or reward authority is created.
  • Loads exact trees, resource structures, wagon, and rabbits independently with immediate procedural fallbacks, content-addressed integrity checks, abort/disposal guarantees, and transactional cleanup if cloning or animation setup fails.
  • Keeps the procedural fail-safe aligned with the expanded authored gate, landmarks, roads, and construction layout when exact static assets are unavailable.
  • Enforces matching scene-graph and rendered budgets with High, Balanced, Reduced, reduced-motion, missing-asset, desktop, and 390×844 portrait coverage.
  • Extends the fail-closed activation preflight to require all three exact Inner Keep registries—static, population, and rabbit—before any credential or network access.

Release boundary

This remains one large draft PR for review only. Inner Keep stays hidden and inactive by default. Merging, Pages deployment, backend publication, catalog seed, Builder backfill, and activation all require separate owner-reviewed actions. Do not merge, deploy, or activate this PR.

Validation

  • Inner Keep: 213/213 tests
  • Full repository: 3,234/3,234 tests
  • Static registry: 114 GLBs + 6 previews, exact digest
  • Population registry: 40 GLBs, exact digest
  • Lowlands Rabbit registry: 3 GLBs / 230,536 bytes, exact digest
  • Gold Mine, Wheat Farm, Logging Camp, Stone Quarry, Supply Wagon, and 66 tree LOD verifier gates: pass
  • Typecheck, production build, production asset verification, exclusions, Mini App integrity, license policy, and file-size policy: pass
  • Exact city-route proof covers every compatible model footprint and every turnaround heading against buildings, props, roads, and all twelve reserved construction sites
  • Final High desktop render: 612 draws / 627,674 triangles; 368 scene-graph draws / 389,068 triangles; zero runtime asset failures
  • Desktop + 390×844 portrait rendered review: pass, zero final-load console warnings/errors
  • SpacetimeDB: 366/366 tests + build pass
  • Auth bridge: 310/310 Node + 12/12 Workerd tests

@ael-dev3
ael-dev3 force-pushed the agent/inner-keep-construction-v1 branch from 322bd47 to 3f047bf Compare August 4, 2026 15:34
@ael-dev3 ael-dev3 changed the title Build the inactive Inner Keep construction foundation feat(inner-keep): add persistent construction and a living authored compound Aug 4, 2026
@ael-dev3 ael-dev3 changed the title feat(inner-keep): add persistent construction and a living authored compound feat(inner-keep): add persistent construction and a living authored estate Aug 4, 2026
@ael-dev3 ael-dev3 self-assigned this Aug 4, 2026
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