Summary
Three bugs from BUGS.md were fixed and two new systems shipped. Days are now 100× longer in sub-tick time (50 real seconds per in-game hour, ~20 real minutes per full day). Cottages have their own tile type (TILE.COTTAGE = 8) and render with a 🏠 emoji so players can distinguish homes from grass. The hero's active region is now highlighted with a tinted zone overlay and a label badge, making travel feel meaningful. A* pathfinding replaces Manhattan stepping — villagers now route around buildings and water. The basic economy system adds per-villager gold, shift wages, fluctuating market prices (wheat · iron · bread · cloth), and trade events when compatible professions meet. Test suite grew by 33 tests to 308 passing.
Project Manager
Contribution: Led Day 10 scrum and triaged BUGS.md.
Key Decisions:
- Prioritised the three reported bugs as Day 10's anchor work — user feedback is the highest-signal signal. Fixed all three before shipping new features.
- Chose A* pathfinding as the primary new feature. With households visible, watching villagers clip through the Inn is jarring. Path-aware movement is a prerequisite for all future indoor/building interaction.
- Chose basic economy as the secondary feature. It adds a continuous background narrative to the chronicle (trades, prices) and establishes the gold-tracking infrastructure that will power merchants, shops, and eventually a second-town economy.
- Deferred children/generational simulation to Day 11. It's the most complex feature and deserves a focused session.
- Decided to fix the PersistenceManager truncation standing issue by mandating bash heredoc for any file > ~100 lines, not just > ~150. Previous threshold was too high.
Reasoning: The bugs were user-reported friction. Fixing them first earns trust and makes every subsequent session feel like forward progress rather than accumulating debt.
World Designer
Contribution: Specified the region zone visual treatment and cottage tile aesthetic.
Cottage tile:
- Color:
#a07840— warm amber-brown. Reads as timber/thatch against grass green and tree dark. Distinct from all 7 existing tile colors. - 🏠 emoji centred at
TILE_SIZE - 6font size (16px at the current tile size). Fits within one tile without overflow; emoji rendering varies by OS but is universally recognizable as a house.
Region zone overlay:
- Each non-Town zone gets a semi-transparent tint color that evokes its biome: forest green for Thornwood, slate-blue for Mountains, dark swamp-green for Blackmire, deep red for Crimson Wastes.
- Dashed gold border (
rgba(255,220,100,0.55), 4-3 dash) marks the active zone boundary without obscuring the tiles inside. - Region name printed in warm cream at the top edge of the zone, plus a smaller badge directly under the hero dot. This gives two visual anchors — the zone itself and the hero's exact location.
- Faint static corner labels (opacity 0.42 instead of 0.55) de-emphasised slightly so they don't compete with the active zone label.
Backend Developer
Contribution: Wrote Pathfinding.js, EconomySystem.js; updated TownMap.js, HouseholdSystem.js, Villager.js, SimEngine.js, PersistenceManager.js.
Pathfinding.js:
- Standard A* with Manhattan heuristic, 4-directional movement.
- Blocked tiles:
BUILDING,TREE,WATER,WALL. Passable:GRASS,PATH,MARKET,FIELD,COTTAGE. - Returns
[]when start equals end, or when destination is blocked, or when no path exists. - Path stored as
[{x,y}]array; keys encoded asy * W + xintegers for fast Map/Set operations. - Tie-breaking: among equal-f nodes the one with the smaller key wins (right/down preference, consistent with prior Manhattan-step behavior for on-grid tie situations).
Villager.js — A* integration:
- Added
#path = []and#pathTarget = nullprivate fields. step()invalidates and recomputes the path whenevertargetAt(hour)changes. Pops one step per call.- Added
clearPath()for callers that teleport the villager (e.g.HouseholdSystem.assign()). isBlocked()helper retained for potential future use but A* now governs all movement.
TownMap.js:
- Added
TILE.COTTAGE = 8. - Extracted
HOUSEHOLD_HOMESas a named export soHouseholdSystem.jsandgenerateTownMap()share the single source of truth. generateTownMap()stampsTILE.COTTAGEat each household position.
HouseholdSystem.js:
- Removed local
HOUSEHOLD_HOMESarray; imports fromTownMap.js. - No behavioral changes.
EconomySystem.js:
initialize(villagers)seeds 100 gold per villager (idempotent).tick(serializedVillagers, hour)returns{type, message}[]events. Performs three actions:- Wages every
WAGE_INTERVAL=10ticks — profession-specific rates, shift-hour gated. - Price fluctuation every 15 ticks — ±20% drift on each of 4 goods, clamped to
[1, base*2]. - Trade events every 20 ticks — checks 5 TRADE_PAIR combos within
TRADE_DISTANCE=2Chebyshev distance; buyer pays seller the current wheat/iron/bread/cloth price.
- Wages every
- Market bulletin fires every 500 ticks (
📊 Market prices: ...). serialize()/restore()for persistence.
SimEngine.js:
TICK_MS = 500ms,TICKS_PER_HOUR = 100(wasTICK_MS = 3500ms, 1 hour per tick).- Added
#subTickcounter. NPC movement and economy run every tick. Social/combat/phase-transition run only on hour boundaries (#subTick === TICKS_PER_HOUR). #maybeSave()now passeseconomy: this.#economy.
PersistenceManager.js:
SAVE_VERSIONbumped to 3.save()acceptseconomyparam; writeseconomy: economy.serialize()ornull.#loadSave()callsthis.#economy.restore(save.economy)on boot.
Technical note: PersistenceManager.js was truncated by the Edit tool (same pattern as Days 5, 7, 8, 9). Rewrote via bash heredoc. Raising the standing rule threshold: always use heredoc for any file you're modifying if it exceeds ~100 lines.
Frontend Developer / Designer
Contribution: Rewrote WorldMap.jsx with COTTAGE tile rendering, region zone overlay, and hero region badge.
WorldMap.jsx changes:
- Added
TILE_COLORS[8] = '#a07840'(COTTAGE — warm amber-brown). - After base tile fill, a second pass emits
🏠emoji atTILE_SIZE - 6font centered on each COTTAGE tile. UsestextBaseline = 'middle'then resets to'alphabetic'for downstream text calls. REGION_ZONESconstant mirrorsserver/TownMap.jszones with biome tint colors and emoji-prefixed labels.- When
regionprop is a non-Town zone, draws: (a) semi-transparent tint fill over the zone tiles; (b) dashed gold border; (c) region name text at top of zone; (d) small region badge just below the hero dot. - Static corner labels opacity reduced from
0.55→0.42to avoid competing with the active zone label. - All prior features preserved: friendship lines, marriage lines, villager dots, chat bubbles, day/night overlay, lantern halos.
Tester / QA
Contribution: Wrote Pathfinding.test.js (13 tests) and EconomySystem.test.js (13 tests); updated Villager.test.js.
Pathfinding.test.js — 13 tests:
- Empty array returned when start equals end.
- Single-step path for adjacent tiles.
- Optimal path length equals Manhattan distance on clear grid.
- Path ends exactly at destination.
- First step is adjacent to start (distance 1).
- Each consecutive step is exactly 1 tile apart.
- Routes around single water tile; no step lands on water.
- Routes around a vertical building wall.
- Returns
[]when destination is a building. - Returns
[]when no path exists (fully enclosed source). - Passes through PATH and MARKET tiles.
- Passes through COTTAGE tiles.
- Handles null/empty grid gracefully.
Villager.test.js — updated (7 tests, replaces 3 brittle Manhattan-step tests):
- Replaces
{ x: 2, y: 1 }positional assertions with behavior assertions: moves closer each step, moves exactly 1 tile, avoids water, reaches target eventually. - Added: target-change path recompute test;
clearPath()invalidation test. - Grid size bumped from 6×6 to 10×10 for room to route around the water cell.
EconomySystem.test.js — 13 tests:
- init/re-init gold; day/night wage gating; Baker night-owl wages; trade event emission; trade gold transfer (tested at hour=2 to isolate from wages); no-trade-when-far; price persistence; serialize/restore round-trip;
restore(null)is no-op.
Root causes fixed:
- EconomySystem trade test initially failed because the merchant earned wages during the same 20 ticks, netting positive. Fixed by running the trade test at hour=2 (night, no day-shift wages).
- PersistenceManager.test.js parse error: the
.jsfile was truncated by an Edit-tool overwrite, leaving the class body unclosed. Fixed by heredoc rewrite.
Results: npm test → 308 / 308 passing (was 275; +33 tests: 13 Pathfinding + 13 Economy + 7 updated Villager).
What Was Built
Bug fixes:
- BUG-001: Days are now 100 sub-ticks per hour at 500ms/tick (~20 min/day)
- BUG-002: COTTAGE tile (type 8) with 🏠 emoji and amber-brown color
- BUG-003: Active region zone gets tinted overlay + dashed border + name label
New features:
Pathfinding.js: A* on the 24×24 grid; villagers route around buildings and waterEconomySystem.js: per-villager gold, shift wages, 4-good market prices, proximity-based trade eventsTownMap.js: exportsHOUSEHOLD_HOMES; stamps COTTAGE tilesSimEngine.js: TICKS_PER_HOUR sub-tick architecture; EconomySystem integratedPersistenceManager.js: SAVE_VERSION 3; economy persisted to save files
Tomorrow (Day 11 Candidates)
- Children / generational simulation — married couples can have children who grow up over many in-game days, inherit profession tendencies, and eventually join the workforce. First generational turnover.
- Second town — add a second settlement with its own population and a road connecting the two; hero travel events can include inter-town journeys.
- Villager names on hover / click panel — clicking a villager dot on the canvas opens a sidebar with their name, profession, household, gold, relationship tier with others.
- Inventory / shop system — merchants and the blacksmith have item stock; hero can browse and buy equipment between quests.
- Night economy — bakers and night-watch have their own sub-economy (bread sales, guard pay from town coffers).