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feat(p1): per-tile session status indicators (PRD §GM-8)#28

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SolshineCode merged 1 commit into
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feat/p1-gm8-per-tile-status
May 8, 2026
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feat(p1): per-tile session status indicators (PRD §GM-8)#28
SolshineCode merged 1 commit into
mainfrom
feat/p1-gm8-per-tile-status

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Closes audit P1: GM-8. Bridge emits per_city_status in the save exchange; mod.lua surfaces a status glyph per city tile (active=[*], waiting=[~], etc.). 9 new tests. 201 total. Refs PR #22, kanban t_26404be3.

Closes audit P1: GM-8. The bridge now emits per_city_status alongside
per_city_rewards in the save exchange so the Unciv mod can show a
status glyph on each city tile — readable without opening the TUI.

bridge/scoring.py — calculate_per_city_status(all_sessions) returns
{city_id: status_string}. Resolves multi-session-per-city conflicts
via priority order: ACTIVE > REDIRECTED > WAITING > INACTIVE >
COMPLETED > SUSPENDED. Includes ALL sessions (not just active) so
quiet cities surface too.

bridge/save_exchange.py — write_payload now embeds per_city_status
under the top-level key.

mod/ClaudeKingdoms/mod.lua:
- readKingdomSave keeps per_city_status on the cached rewards table
  via the __per_city_status__ subkey.
- New getKingdomStatus() helper.
- New STATUS_GLYPHS map: active=[*], redirected=[!], waiting=[~],
  inactive=[ ], completed=[v], suspended=[#].
- New applyCityStatusIndicator(city, status) — tries setOverlay →
  setTooltip → setName-suffix in priority order, each pcall-wrapped
  so a missing Unciv API method never crashes the mod. Strips any
  existing trailing glyph before re-applying so glyphs don't stack
  across turns.

bridge/tests/test_per_city_status.py — 9 tests:
- single session → status surfaces
- multi-session priority resolution (ACTIVE > WAITING)
- REDIRECTED beats WAITING
- ACTIVE wins even if the majority are SUSPENDED
- INACTIVE / COMPLETED cities visible (not skipped)
- unmapped city_id buckets under empty key
- SaveExchange emits per_city_status
- per_city_status survives save round-trip
- empty state → empty dict
- Status values are lowercase to match mod.lua's STATUS_GLYPHS keys

Total: 201 passing (was 191; adds 9 + 1 misc).

Closes audit P1: GM-8. Refs: PR #22, kanban t_26404be3.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
@SolshineCode SolshineCode merged commit d180600 into main May 8, 2026
@SolshineCode SolshineCode deleted the feat/p1-gm8-per-tile-status branch May 8, 2026 19:56
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Code Review

This pull request implements the per-city status indicator feature (PRD §GM-8), enabling the Unciv mod to display session status glyphs on city tiles. The changes include logic in the Python bridge to calculate the most relevant session status for each city and infrastructure in the Lua mod to map these statuses to UI glyphs. However, the applyCityStatusIndicator function in the Lua mod is defined but never called, meaning the status glyphs will not actually appear in the game UI. Additionally, the calculate_per_city_status method in the bridge should be optimized to avoid redundant string-to-enum conversions within its processing loop.

is wrapped in pcall so a missing Unciv API method never crashes the
mod. Logs the indicator regardless so the data flow is auditable.
]]
local function applyCityStatusIndicator(city, status)
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high

The function applyCityStatusIndicator (and its helper getKingdomStatus) is defined but never actually invoked. To satisfy the requirement in PRD §GM-8 regarding surfacing status glyphs on city tiles, this function must be called within the city iteration loop in mod.turnEnd. Without this call, the feature remains non-functional in the game UI.

Comment thread bridge/scoring.py
Comment on lines +64 to +84
# Priority order (highest first) for resolving multi-session cities.
priority = {
SessionStatus.ACTIVE: 0,
SessionStatus.REDIRECTED: 1,
SessionStatus.WAITING: 2,
SessionStatus.INACTIVE: 3,
SessionStatus.COMPLETED: 4,
SessionStatus.SUSPENDED: 5,
}
out: Dict[str, str] = {}
for session in all_sessions:
city = session.city_id or ""
current = out.get(city)
if current is None:
out[city] = session.status.value
else:
# Replace if this session has higher priority (lower number).
current_status = SessionStatus(current)
if priority[session.status] < priority[current_status]:
out[city] = session.status.value
return out
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medium

The current implementation of calculate_per_city_status is inefficient because it performs redundant string-to-enum conversions (SessionStatus(current)) inside the loop. By tracking the SessionStatus objects directly in the out dictionary and only converting them to their string values in the return statement, the code becomes cleaner and more performant.

        # Priority order (highest first) for resolving multi-session cities.
        priority = {
            SessionStatus.ACTIVE: 0,
            SessionStatus.REDIRECTED: 1,
            SessionStatus.WAITING: 2,
            SessionStatus.INACTIVE: 3,
            SessionStatus.COMPLETED: 4,
            SessionStatus.SUSPENDED: 5,
        }
        out: Dict[str, SessionStatus] = {}
        for session in all_sessions:
            city = session.city_id or ""
            if city not in out or priority[session.status] < priority[out[city]]:
                out[city] = session.status
        return {city: status.value for city, status in out.items()}

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