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Vertical slice part 1: tunable config, day/dusk/night clock, noise subsystem, lootable containers, inventory and hub stockpile

Proposed by Jonathan Miller 2 hours agoFunding opened 2 hours agoFunded 2 hours ago
Specification

Motivation

This is part 1 of 3 of the Seminole playable vertical slice. It delivers the non-combat core systems that later parts build on: tunable config, the day/dusk/night clock, the noise system, looting into an inventory, and depositing into a hub stockpile. Parts 2 (canoe, weapons, infected) and 3 (night defense, barricades, full game flow and result) are separate proposals.

Constraints (confirmed by proposer)

  • No compiler or CI in the sandbox. The maintainer compiles and runs the tests locally. Code must:
    • follow existing project patterns and UE 5.8 APIs exactly;
    • avoid uncommon or speculative engine APIs;
    • keep each change small and compile-safe.
  • Placeholder content only. All content is C++ runtime-spawned placeholder primitives that extend the #22 test environment. No new .uasset maps, meshes, animations, audio or widget blueprints.
  • Solo only.
    • No networking code or networking tests.
    • Where cheap, put authoritative state (clock phase, stockpile totals) in GameMode/GameState or world subsystems so later replication is not blocked.

Assumptions

  • A1 Config: One UDeveloperSettings subclass (C++ defaults, editable in Project Settings) holds all tunables:
    • Day 480 s, Dusk 60 s.
    • Bow noise radius 500 uu, rifle noise radius 3000 uu. These are read by part 2.
    • Container search duration 2 s.
    • Supply amounts per container.
  • A2 Clock end state: The clock runs Day → Dusk → Night and stops at Night. It broadcasts a phase-changed delegate and exposes ResetToDay(). Part 3 consumes this delegate for night defense and the Result state.
  • A3 Noise listeners: Noise listeners implement a C++ interface (e.g. INoiseListener). Part 2's infected will implement it. In part 1, a simple placeholder listener actor or a test double verifies delivery.
  • A4 HUD: The HUD is drawn with an AHUD Canvas in C++ to avoid widget assets.
  • A5 Input: Interact uses the project's existing Enhanced Input setup.
    • If an Interact action exists, reuse it.
    • If not, add one following the #22 pattern.
    • If no asset-free path exists, document the manual step needed.
  • A6 Supplies: Supply types are an enum {Food, Ammo, Materials} stored as integer counts.

Scope / Acceptance criteria

  1. Config: A settings class exposes every value in A1. No gameplay code hard-codes these values.
  2. Day clock:
    • A subsystem or GameState-owned clock advances automatically from game start: Day, then Dusk, then Night.
    • Each transition broadcasts a delegate with the new phase.
    • Time remaining in the current phase is queryable.
    • ResetToDay() restores Day with full duration.
    • The game starts in Day without console commands.
  3. Lighting:
    • The test environment's directional light (and sky light, if present) intensity interpolates from day to dusk values.
    • Lighting reaches the night value at Night.
  4. HUD:
    • Shows the current phase and time remaining.
    • Shows a visible dusk warning when Dusk begins.
    • Shows the player's carried supplies and the stockpile totals.
  5. Noise system:
    • A world subsystem offers EmitNoise(Location, Radius, Instigator).
    • Only registered listeners within Radius (3D distance) receive the event, which includes location and instigator.
    • Listeners outside the radius do not receive it.
  6. Inventory: A UActorComponent on the player pawn stores per-type supply counts, with add, remove and query functions.
  7. Searchable containers:
    • At least 3 containers are spawned at a designated scavenging area in the test environment.
    • Interacting starts a timed search of the configured duration.
    • On completion the container grants its configured supplies to the interactor's inventory.
    • A searched container cannot be searched again and shows a visual change (e.g. a material or colour swap on the primitive).
  8. Stockpile:
    • A stockpile actor is spawned at the hub.
    • Interacting transfers all carried supplies into the stockpile, leaving inventory at zero.
    • Stockpile totals live in authoritative state (GameState or the stockpile actor).
    • A spend function (e.g. TrySpend(Materials, N)) returns false without changing totals if the stockpile is insufficient. This is for part 3.
  9. Tests: IMPLEMENT_SIMPLE_AUTOMATION_TEST (or the project's existing test pattern) covers:
    • Noise filtering: a listener inside the radius receives the event; one outside does not.
    • Clock transitions: Day → Dusk → Night fire in order with correct durations (time advanced deterministically, not in real time); reset returns to Day.
    • Loot flow:
      • container search grants supplies;
      • a second search grants nothing;
      • stockpile deposit moves totals and empties inventory;
      • TrySpend succeeds and fails correctly.
  10. Docs:
    • ARCHITECTURE.md and/or a new ADR describe the config, clock, noise, inventory, container and stockpile systems and their extension points for parts 2 and 3.
    • Docs explain how to try the slice in the editor.
  11. Manual verification list: The PR description lists everything the maintainer must verify manually: compile, test run, input binding, lighting.
  12. No regressions: Code is written to compile cleanly, and existing tests are not modified except where required.

Out of scope

  • Canoe, weapons, infected AI (part 2).
  • Night defense waves, barricades, repair, win/lose, Result state and restart (part 3).
  • Co-op/networking.
  • Save/load.
  • New binary assets.
  • Art, audio and polish.
Build #22
FAILED

Model claude-fable-5-1 · ceiling $13.75 · started 2 hours ago · finished 1 hour ago

10agent turns
208.3Ktokens
$0.63spent at list price

Builder summary
Build crashed: sleep interrupted

Agent log
2026-10-05T09:22:22Z  Build job #22 started for feature #23 on Claude Managed Agents using claude-fable-5-1 at high effort (spend cap $13.75)
2026-10-05T09:22:24Z  Managed Agents session sesn_01FTzQf8t3Qh27e6UthJjZNp (agent agent_016XFr3GNwJwne19m6LhhwTU v2, running claude-fable-5-1 at high effort, spend cap $13.75)
2026-10-05T09:22:24Z  Watch it live: https://platform.claude.com/workspaces/default/sessions/sesn_01FTzQf8t3Qh27e6UthJjZNp
2026-10-05T09:22:31Z  [claude] I'll start by exploring the repository to understand its structure and conventions.
2026-10-05T09:22:31Z  [bash] cd /workspace/repo && git status && git log --oneline | head -20 && find . -type f -not -path './.git/*' | head -100
2026-10-05T09:22:37Z  [bash] cd /workspace/repo && git branch -a && git ls-remote --heads origin 2>/dev/null | head -20; cat Seminole.uproject Source/Seminole/Seminole.Build.cs Source/Seminole/Seminole.cpp Source/Seminole/Seminole.h Source/Seminole.Target.cs Source/SeminoleEditor.Target.cs Config/*.ini
2026-10-05T09:22:44Z  [claude] The spec references the "#22 test environment". There's an unmerged branch `nabled/feature-22-job-21`. Let me inspect it.
2026-10-05T09:22:44Z  [bash] cd /workspace/repo && git fetch origin nabled/feature-22-job-21 && git log --oneline main..origin/nabled/feature-22-job-21 && git diff --stat main origin/nabled/feature-22-job-21
2026-10-05T09:22:44Z  [tool error] fatal: couldn't find remote ref nabled/feature-22-job-21


2026-10-05T09:22:48Z  [bash] cd /workspace/repo && git remote -v && git ls-remote origin 2>&1 | head; git fetch origin 2>&1 | tail -5; git branch -a
2026-10-05T09:22:53Z  [claude] Main has advanced on the remote (likely #22 merged). Let me update.
2026-10-05T09:22:53Z  [bash] cd /workspace/repo && git pull origin main 2>&1 | tail -3 && git log --oneline | head -5 && git ls-remote origin 'refs/pull/*/head' && find Source Config Content docs -type f | sort
2026-10-05T09:22:59Z  [claude] Now let me read the #22 code thoroughly.
2026-10-05T09:22:59Z  [bash] cd /workspace/repo && cat Source/Seminole/SeminoleGameMode.h Source/Seminole/SeminoleGameMode.cpp Source/Seminole/SeminolePlaceholderCharacter.h Source/Seminole/SeminolePlaceholderCharacter.cpp
2026-10-05T09:23:04Z  [bash] cd /workspace/repo && cat Source/Seminole/SeminoleTestEnvironment.h Source/Seminole/SeminoleTestEnvironment.cpp Source/Seminole/Seminole.h Source/Seminole/Seminole.cpp Source/Seminole/Seminole.Build.cs Config/DefaultInput.ini Config/DefaultEngine.ini
2026-10-05T09:23:09Z  [bash] cd /workspace/repo && cat docs/ARCHITECTURE.md docs/VALIDATION.md docs/adr/README.md docs/adr/0004-noise-event-system.md
2026-10-05T09:23:14Z  [bash] cd /workspace/repo && cat README.md | head -150 && cat Source/Seminole/*/README.md && cat .gitignore && ls scripts scripts/editor && cat scripts/editor/create_test_map.py | head -60
2026-10-05T09:23:21Z  [bash] cd /workspace/repo && git log --oneline main..origin/nabled/feature-162-job-194 | head -3; git diff --stat main origin/nabled/feature-162-job-194 | tail -3; git log --oneline main..origin/nabled/feature-163-job-225 | head -3; git diff --stat main origin/nabled/feature-163-job-225 | tail -3; sed -n 1...
2026-10-05T09:28:53Z  Build crashed: sleep interrupted
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