Capture the PR3 UX brainstorm: three-region shell, action columns by kind, story-via-actions, Story tab tree+log, and universal automation with shareable recipes. Includes T3.0/T3.1 implementation plans and M1 vertical slice plan. Also ignore local .worktrees/.
368 lines
16 KiB
Markdown
368 lines
16 KiB
Markdown
# M1 PR3 — Shell UI & Action Column Design Spec
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> **Status:** Approved by ginnoir (brainstorm 2026-06-11).
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> **Branch:** `feat/m1-progression` off `main` (first chunk before automation/prestige/content).
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> **Supersedes (partially):** PR2 story overlay UX in `docs/superpowers/specs/2026-06-11-m1-pr2-playable-loop-design.md` §Story UI.
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> **Parent plan:** `docs/plans/2026-06-11-m1-vertical-slice.md` §PR3.
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## Summary
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PR3 opens with a **shell refactor** that fixes PR2 UX debt before progression/content land: replace the full-screen story overlay with a three-region layout (nav rail / center panel / right rail), reorganize Play into **behavior-type action columns** with collapsible theme groups, move **all story forks to actions** (Story tab is read-only prose + branching tree), and establish **universal automation** with **shareable text recipes** referencing content action ids.
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## What we decided (brainstorm)
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| Topic | Decision |
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|---|---|
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| Timing | **First chunk of PR3** — shell lands at start of `feat/m1-progression`, then T3.1 automation, T3.2 prestige, T3.3 content |
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| Story choices | **Actions only** — Story tab has no choice buttons |
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| Story tab | **Split pane:** branching tree (larger, ~60%) + long-form prose log (~40%); tree left, log right |
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| App shell | **Left nav** (Play, Story, Settings, About) → **center** active panel → **right rail** on Play (resources + inventory + optional event log) |
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| Action layout | **Columns by behavior kind**, collapsible **theme/purpose groups** inside each column |
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| Column order | **Instant → Loop → Timed → Story → Context** (Timed centered as primary column) |
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| Loop vs automation | **Loop** = idle filler while playing (queue empty, nothing timed active). **Automation** = hands-off repeat queue including offline |
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| Automation scope | **Universal** — instant, loop, timed, story, context all automatable **after first manual completion** on that action |
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| Story automation | Same rule — first time at a fork is conscious; after performing a branch once, that story action can be automated on repeat runs |
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| Automation sharing | Recipes **export/import as text**; steps reference stable **content action ids** |
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| Event log | **Optional** on Play right rail (collapsible + pref to hide; default visible) |
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| Mobile | Column stacking + responsive Story split deferred to PR4 (#10) |
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| Approach | **Shell first, typed columns second** within PR3 opener (T3.0) |
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## Problem statement (PR2 debt)
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1. **Readability** — full-screen story overlay (`bg-black/80`) ghosts underlying UI; hard to read.
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2. **Redundant choice paths** — story panel choice buttons and Play actions both visible; unclear authority.
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3. **Structural mismatch** — single centered column does not match intended Chronicle-style shell (nav / main / sidebar).
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4. **Flat action list** — no distinction between instant, idle loop, timed queue, story decisions, or context switches.
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## App shell
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```
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┌──────────┬─────────────────────────────┬──────────────┐
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│ Nav rail │ Center (active panel) │ Right rail │
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│ │ │ (Play only) │
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│ ● Play │ Play → action columns │ Resources │
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│ Story │ Story → tree │ prose log │ Inventory * │
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│ Settings │ Event log † │
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│ About │ Settings / About → content │ │
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└──────────┴─────────────────────────────┴──────────────┘
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* Inventory placeholder = resource list until item system exists
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† Collapsible; pref to hide (default: visible)
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```
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### Nav rail
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- Fixed left column; icons + labels on desktop, icons-only acceptable on narrow widths until PR4.
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- **Story unread badge** when new beats arrive (replaces overlay auto-open as primary signal).
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- `storyOpenMode` pref remapped: `auto` switches to Story nav or pulses badge instead of opening overlay.
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### Center panel
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Swaps content by active nav item. No full-screen modal for story.
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### Right rail (Play only)
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- **Resources** — always visible.
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- **Inventory** — resource list placeholder in M1; item grid later.
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- **Event log** — collapsible section; `showEventLog` pref (default `true`).
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### Removed
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- `StoryPanel` full-screen overlay with choice buttons.
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- Header Story / Settings buttons replaced by nav rail (Settings may retain drawer or become full center panel — implementer picks cleaner fit).
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## Play panel — action columns
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### Column order (left → right)
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| # | Column | `kind` | Role |
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|---|---|---|---|
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| 1 | Instant | `instant` | One-shot interactions: buy, sell, trade |
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| 2 | Loop | `loop` | Idle upkeep between tasks (rest, passive recovery) |
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| 3 | **Timed** | `timed` | Primary gameplay; manual queue + progress bars |
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| 4 | Story | `story` | Narrative forks and hard decisions |
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| 5 | Context | `context` | Area changes, combat entry, context switches |
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Timed column is visually central. Narrow viewports: horizontal scroll with Timed near viewport center.
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### Groups within columns
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Each action belongs to a **group** (content-defined theme/purpose):
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```typescript
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group: {
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id: string // e.g. 'camp', 'tavern', 'buy'
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label: string // e.g. 'Camp activities', 'Buy'
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}
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```
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- Groups render as **collapsible sections** inside their kind column.
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- Examples:
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- **Instant:** Buy, Sell, Trade
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- **Loop:** Camp activities, Travel activities
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- **Timed:** Library, Tavern, Camp (location-themed)
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- **Story:** Arc-specific decision groups
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- **Context:** Region / combat entry groups
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- Collapse state stored in `GamePrefs.collapsedActionGroups: Record<string, boolean>`.
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### Action card UX (unchanged from PR2 where applicable)
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- `storyHint` inline subtitle (default) / hover / info-button per pref.
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- `storyTooltip` for mechanics and fork consequences.
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- **Story-kind actions** get distinct styling (amber fork badge, border) so diverging paths are obvious in Play.
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## Action kinds — engine behavior
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### `instant`
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- Click → validate afford/unlock → apply costs/yields immediately.
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- No queue slot, no duration.
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### `timed`
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- Current PR1/PR2 behavior: `durationMs`, manual `actionQueue`, progress bar.
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- Primary manual play column.
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### `loop`
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- Runs only when **`activeActionId` is null** and **manual `actionQueue` is empty**.
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- Player enables/disables per loop action (toggle); priority order when multiple enabled (content `loopPriority` number, lower first).
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- On completion while still idle, immediately repeats same loop action.
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- Respects costs; stops if unaffordable.
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- **Does not run offline** — idle-present behavior only.
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### `story`
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- Represents one graph choice. Content field `storyChoiceId` links to `StoryChoice.id`.
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- On execute → `applyChoice(state, content, storyChoiceId)` → sibling story actions hide via flags/requirements.
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- First visit: only available choices shown; player picks consciously.
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- After first manual completion of that action id: eligible for automation queue.
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### `context`
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- Switches active game context (location, combat scene, etc.).
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- M1: stub until opening arc requires it; schema + column chrome ship in T3.0.
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## Automation (T3.1 — universal)
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### Philosophy
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Once the player has **completed an action manually at least once**, they may add it to an **automation queue** that repeats hands-off, **including offline** (within existing offline cap).
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Applies to **all kinds** including `story` (after that specific branch was taken once). New/unseen branches remain manual until first completion.
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Prestige/knowledge catch-up (T3.2) treats previously cleared routes as already completed for automation unlock purposes — same knowledge model as story fast-forward.
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### Queues
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| Queue | Purpose |
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| `actionQueue` | Manual timed queue (player actively planning) |
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| `automationQueue` | Hands-off repeat pipeline |
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Automation runner executes when manual queue is idle (exact precedence documented in engine; automation fills gaps like a background worker, distinct from loop-kind idle actions — both may need priority rules: **manual > automation > loop**).
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### Automation recipe export/import
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Recipes are **shareable text** referencing stable **content action ids** (not display names).
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**Canonical multi-line format (v1):**
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```text
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idlegame-recipe/v1
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# name: Early camp grind
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gather_supplies
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scout_path
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rest_briefly
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```
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- Line 1: magic header with version (`idlegame-recipe/v1`).
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- Optional `# name:` comment for human label (ignored by parser if malformed).
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- One action id per non-empty, non-comment line.
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- Lines must match `/^[a-z][a-z0-9_]*$/` (same id convention as content defs).
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**Single-line alias (optional parser support):**
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```text
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idlegame-recipe/v1:gather_supplies,scout_path,rest_briefly
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```
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**Compressed variant (long recipes):** same payload JSON + `lz-string` URI encoding as saves (`toRecipeExportString` / `fromRecipeExportString`) — optional in T3.1 if recipes exceed ~20 steps; multi-line text remains the default share format.
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**Import validation:**
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1. Parse version; reject unknown versions explicitly.
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2. Every id must exist in `content.actionsById`.
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3. Every id must be **automation-unlocked** for the current player state (`manualCompletionCounts[id] >= threshold`).
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4. On failure: user-visible error listing unknown or locked ids — no partial apply unless ginnoir opts in later.
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**Export:** serializes current `automationQueue` (or named saved recipe slot if added later) to multi-line text; copy-to-clipboard in Settings or Play automation UI.
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### State fields
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```typescript
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manualCompletionCounts: Record<string, number> // default {}; gates automation
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automationQueue: string[] // action ids
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enabledLoopActionIds: Record<string, boolean> // loop toggles
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```
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Persist in save payload (PR3 adds fields; PR4 may bump `SAVE_VERSION` to 2 with migration).
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## Story tab
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### Layout
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Split pane, resizable on desktop:
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```
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┌──────────────────────────┬─────────────────────┐
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│ Branching tree (~60%) │ Prose log (~40%) │
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│ │ │
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│ ○ boot_intro │ [Full passage text │
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│ ├─● route_a │ for selected or │
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│ │ └─ merchant │ latest node] │
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│ └─○ route_b (dimmed) │ │
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│ │ Scrollable history │
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└──────────────────────────┴─────────────────────┘
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```
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- **Tree (primary surface):** built from story graph + `seenStoryNodeIds` / `storyFlags`. Taken paths emphasized; untaken branches dimmed. Click node → prose log scrolls to that beat. Larger pane because the tree needs manipulation room.
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- **Prose log (secondary):** full passage text, not truncated. Choice labels inline: `[You chose: Take the high road]`.
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- **No choice buttons.**
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### Story map data
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- Tree nodes mirror `storyNodesById` edges via choices + triggers.
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- Visibility: seen nodes solid; future/locked dimmed or hidden per design.
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- M1 T3.0 may ship minimal tree (indented list) before polish; structure must support real graph.
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### Unread / navigation
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- New story beats → Story nav badge.
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- `storyOpenMode: auto` → switch to Story tab or highlight badge (no overlay).
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## Content schema changes
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```typescript
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actionKindSchema = z.enum(['instant', 'loop', 'timed', 'story', 'context'])
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actionGroupSchema = z.object({
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id: z.string().min(1),
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label: z.string().min(1),
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})
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actionDefSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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kind: actionKindSchema.default('timed'),
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group: actionGroupSchema,
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durationMs: z.number().positive().optional(), // required for timed + loop
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loopPriority: z.number().int().nonnegative().optional(),
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costs: ...,
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yields: ...,
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unlock: ...,
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storyHint: ...,
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storyTooltip: ...,
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storyChoiceId: z.string().min(1).optional(), // required when kind === 'story'
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contextId: z.string().min(1).optional(), // required when kind === 'context'
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automation: z.object({
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unlockAfterManualCompletions: z.number().int().positive().default(1),
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}).optional(),
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})
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```
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**Validation rules:**
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- `timed` and `loop` require `durationMs`.
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- `instant`, `story`, `context` must not require duration for execution (engine enforces).
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- `story` requires valid `storyChoiceId` referencing a choice in the loaded story graph.
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- Column placement derived from `kind` (not a separate column field).
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### Stub content migration (T3.0)
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| Current action | New kind | Group example |
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|---|---|---|
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| gather_supplies | timed | Camp |
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| scout_path | timed | Travel |
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| trade_at_camp | timed | Camp |
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| fortify_camp | timed | Camp (route A) |
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| push_onward | timed | Travel (route B) |
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| rest_briefly | loop | Camp activities |
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| *(new)* pick_high_road | story | Fork |
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| *(new)* follow_river | story | Fork |
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Remove parallel choice buttons from story graph UI; fork choices exist only as story-kind actions.
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## Architecture
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```
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src/ui/AppShell.tsx nav rail + center + right rail layout
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src/ui/NavRail.tsx
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src/ui/PlayPanel.tsx action column grid
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src/ui/ActionColumn.tsx one kind column
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src/ui/ActionGroup.tsx collapsible group
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src/ui/StoryView.tsx split tree + prose log (replaces overlay StoryPanel)
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src/ui/StoryTree.tsx
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src/ui/StoryProseLog.tsx
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src/ui/RightRail.tsx resources, inventory placeholder, event log
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src/ui/AutomationBar.tsx automation queue UI + export/import (T3.1)
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src/content/schema.ts + kind, group, storyChoiceId, contextId, automation
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src/engine/game.ts instant execute, loop idle runner, completion counts
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src/engine/automation.ts automation queue runner, recipe parse/serialize (new)
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src/engine/recipe.ts recipe export/import validation (new)
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src/state/viewModel.ts column/group projection, automation eligibility
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src/state/runtime.ts nav commands, remove overlay; story action → applyChoice
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src/state/prefs.ts + collapsedActionGroups, showEventLog
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```
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**Boundaries unchanged:** engine pure TS; UI calls runtime only.
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## PR3 task order (revised opener)
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| Task | Deliverable | Gitea |
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| **T3.0** | App shell, action columns, story-via-actions, Story tab split, remove overlay | UI gate |
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| **T3.1** | Universal automation + automation queue + recipe export/import | #7 |
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| **T3.2** | Prestige + knowledge catch-up for automation/story | #8 |
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| **T3.3** | Opening arc content on new shell | #11 |
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## Testing
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### Engine
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- Instant action applies costs/yields without queue.
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- Loop runs when manual queue idle; stops when timed work queued.
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- Priority: manual timed > automation > loop (document exact rules in tests).
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- Story action executes `applyChoice`; siblings become unavailable.
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- `manualCompletionCounts` gates automation; story actions unlock after first perform.
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- Recipe round-trip: export → import → identical queue; reject unknown ids; reject locked ids.
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### UI / view model
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- Actions projected into correct column and group.
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- Group collapse prefs persist.
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- Story tab: tree click selects prose; no choice buttons rendered.
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- Nav badge on unread story.
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### Regression
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- Remove/update PR2 overlay tests and story choice button tests.
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- Existing queue/tick/story graph tests adapted for action-kind story forks.
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## Out of scope (T3.0)
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- Polished graph visualization (minimal tree OK).
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- Item inventory (resource list placeholder).
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- Combat mechanics (context column stub).
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- Mobile responsive column stack (PR4 #10).
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- Save v2 migration (PR4 #9) — PR3 adds new state fields with defaults in v1 payload until bump.
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## PR2 supersession note
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PR2 spec locked full-window overlay with in-panel choices. This spec **intentionally replaces** that UX. Engine story graph (`applyChoice`, triggers, flags) remains; only presentation and choice surface move to Play actions + Story read-only tab.
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## Open questions (none blocking)
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All brainstorm decisions resolved 2026-06-11.
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