Upgrade request analysis routing

This commit is contained in:
Andraxion 2026-06-27 01:44:11 -04:00
parent 1cd446bae8
commit db3e080640
19 changed files with 1520 additions and 66 deletions

View file

@ -0,0 +1,13 @@
# Chunk And World Operations
## What This Module Covers
This module handles world-scale navigation and chunk-backed operations rather than single-asset editing.
## Existing Capabilities
- neighborhood chunk loading around the current viewport
- chunk move, duplicate, rotate, flip, and delete flows
- world overview interactions
- bookmark and point-of-interest navigation
- batch save paths for chunk edits

View file

@ -0,0 +1,12 @@
# Content Assets And Imports
## What This Module Covers
This module tracks how tiles, sprites, images, and related metadata are stored, imported, previewed, and connected to editor features.
## Existing Capabilities
- content records for tiles, sprites, and images
- imports and source-image handling
- preview generation for art assets
- tile and sprite catalog usage across editor tools

View file

@ -0,0 +1,15 @@
# Graphics Painter Features
## What This Module Covers
This module is the detailed quick-reference for the asset art editor. It is where requests about painting graphics, recoloring sprites, frame editing, and art-side tooling should route.
## Existing Capabilities
- rectangle, circle, triangle, and line tools
- outline, fill, and combined shape modes
- shape erasers
- animation timeline editing
- frame duplication and ordering workflows
- preview background support
- animation preview window

View file

@ -0,0 +1,14 @@
# Launcher And Website Surface
## What This Module Covers
This module focuses on the public-facing launcher, its presentation, its navigation, and the supporting request/news board behavior shown outside the main editor runtime.
## Features
- floating-window launch flow for the studio
- branded landing presentation
- launcher background art treatment
- request/news tab switching
- repo link and launch affordances
- admin-window entry point from the public board

View file

@ -0,0 +1,12 @@
# Persistence, History, And API Writes
## What This Module Covers
This module explains how edits become saved data, how history interacts with those edits, and where API writes sit in the workflow.
## Existing Capabilities
- save pipeline for chunk data
- save pipeline for content records
- history-aware editor state
- server endpoints for persisted editor data

View file

@ -0,0 +1,12 @@
# Rendering And Runtime Bridge
## What This Module Covers
This module explains the handoff between authored editor data and runtime-facing map rendering behavior.
## What It Usually Means
- how edited data appears in the viewport
- whether animations actually play in live rendering
- how runtime entities or assets would consume editor-authored records
- how gameplay requests may imply editor-side metadata

View file

@ -0,0 +1,15 @@
# Request Board Operations
## What This Module Covers
This module describes the request intake, queue automation, admin review experience, deletion flow, and protected moderation tools.
## Core Capabilities
- public request submission storage
- pending versus active request state
- structured review metadata
- admin-protected editing and deletion
- queue worker launch and rerun flows
- recent log viewing
- popup review details for long-form analysis

View file

@ -0,0 +1,39 @@
# Request Routing Playbook
## Purpose
This module exists to help the queue worker turn messy, broad, or slang-heavy requests into a useful first interpretation before the deeper implementation pass begins.
## Routing Rules
- Prefer existing Worldshaper terminology when a user uses nearby language.
- Split one submission into multiple request items only when the text clearly asks for separate changes.
- If a request is broad, still produce a useful interpretation instead of returning an empty or dismissive review.
- Low confidence should change the recommendation and review notes, not erase the attempt to help.
## Ambiguous Request Handling
- "Make the game better" is not zero-information. Treat it as a broad improvement request and map it to `General` plus the most likely systems.
- "Add horses" is a content-plus-runtime request unless the text narrows it down. It may imply:
- visual assets
- placement on maps
- runtime entity support
- "Fix painting" should first determine whether the user means map tile painting or the Graphics Painter.
## What The First Pass Should Produce
- matched terms and likely meanings
- candidate tags
- likely systems
- ambiguity level
- a short rationale safe for admin review
- possible directions if the user intent could branch
## What The Second Pass Should Produce
- clean title
- primary category
- standardized tags
- parsed interpretation
- implementation approach
- review rationale and options when the request is still uncertain

View file

@ -0,0 +1,20 @@
# Terminology And Engine Language
## Purpose
Users often describe systems with game-development slang instead of the editor's exact names. This module helps map that language back into Worldshaper concepts.
## Common Term Bridges
- "sprite editor", "painting tool", and "recoloring tool" usually point toward `Graphics Painter`.
- "map painting", "brush", and "grid editing" usually point toward `Tile Canvas Tools` and `Layers And Tile Editing`.
- "engine", "runtime", or "actual game" usually point toward runtime-facing systems, not just editor windows.
- "characters", "actors", and "entities" often cross `Content`, `Rendering`, and `Worlds`.
- "map", "grid", and "tiles" can refer to chunk-backed tile placement rather than image editing.
## Meaning Differences That Matter
- Painting on the map is not the same as painting an asset.
- A tile is usually a world-placement record. A sprite is usually an art asset or entity-facing image record.
- A chunk is the storage and streaming unit, not just a visible square on screen.
- A runtime request can require editor metadata even if the user only talks about gameplay.

View file

@ -0,0 +1,14 @@
# Tile Canvas Tools
## What This Module Covers
This module is about painting and editing the live map grid, not editing the source art for tiles or sprites.
## Existing Capabilities
- freehand paint on the active layer
- rectangle, circle, and line-based placement workflows
- erasing on active layers
- height-aware sparse paint behavior
- background tile and background-hole modes
- grid-backed placement within chunk data