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Tasks Derived from Brutally Honest Feedback

🎯 Goal

Create a visually rich town generator that goes beyond a plain road grid. The output should include:

  • Roads (already working)
  • Water bodies (rivers, lakes)
  • Zones with distinct building tiles (Residential, Commercial, Industrial, Parks)
  • Optional decorative assets (lights, walls, landmarks)
  • A clear UI that layers these elements in the correct order.

📋 High‑Priority Tasks (Immediate Integration)

# Task Owner File(s) Status Notes
4.1 Integrate WFCGenerator & ZoneAllocator into GridModel Antigravity web/src/services/GridModel.ts ❌ Not started Replace the current simple generation loop with calls to WFCGenerator.generate() and ZoneAllocator.allocate().
4.2 Layered Rendering in CityMap Antigravity web/src/services/CityMap.tsx ❌ Not started Render order: Ground → Water → Roads → Zones/Buildings. Add conditional rendering for each layer.
4.3 Integrate Water Generation Antigravity web/src/services/generators/WaterGenerator.ts (new) ❌ Not started Ensure water tiles are created and returned by the generator pipeline.
4.4 Update UI Controls Antigravity web/src/components/Controls.tsx (new) ❌ Not started Add UI to toggle layer visibility and display current seed/size.

📦 Asset Generation (Visual Enhancements)

# Asset Owner Output Path Status
1.1 Water tiles TBD (artist or AI) web/public/assets/tiles/water_*.png ⏳ Pending
1.2 Building tiles (Res, Com, Ind, Park) TBD web/public/assets/tiles/building_*.png ⏳ Pending
1.3 Zone overlay (optional) TBD web/public/assets/tiles/zone_overlay_*.png ⏳ Pending

🛠️ Supporting Tasks

  • 3.1 VTT Exporter – already DONE.
  • 3.2 Tile Inspector – already DONE.
  • 2.1 WFC Generator – DONE (logic present, needs integration).
  • 2.2 Zone Allocator – DONE (logic present, needs integration).

🗓️ Suggested Timeline (2‑week sprint)

  1. Day 1‑2: Implement Task 4.1 – integrate generators into GridModel and expose a new generateFullTown() method.
  2. Day 3‑4: Implement Task 4.2 – layered rendering in CityMap. Verify visual ordering with placeholder colors.
  3. Day 5: Implement Task 4.3 – stub WaterGenerator and plug it into the pipeline.
  4. Day 6‑7: Add UI controls (Task 4.4) and test end‑to‑end generation.
  5. Day 8‑10: Asset generation (Tasks 1.1‑1.3). Use placeholder colored squares if assets are not ready, then replace with final graphics.
  6. Day 11‑12: Polish, bug‑fix, and run full test suite.
  7. Day 13‑14: Write documentation and update README with screenshots of a full town (roads + water + zones).

✅ Acceptance Criteria

  • Visual: A generated town shows at least three distinct layers (ground, water, zones/buildings) with appropriate assets.
  • Functional: Changing the size or seed updates all layers consistently.
  • Performance: Generation completes within 2 seconds for sizes up to 30.
  • Export: VTT export includes zone and water metadata.
  • Testing: New integration tests verify that GridModel.generateFullTown() returns a grid containing road, water, and zone tiles.

Prepared by Antigravity – your AI coding partner. Feel free to adjust owners, priorities, or add new subtasks as needed.