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This roadmap focuses on refining the game's economic balance, optimizing the core simulation engines, and enhancing the UI with predictive data.
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## Goal
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Transform the Mythril Lattice visualization from a cluttered "hairball" into a clear progression and economic map by gating high-frequency resource nodes and highlighting simulation milestones.
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## Phase 1: Economic & Simulation Hardening
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-[x]**Economic Equilibrium Refinement**: Achieve 100% sustainability for all reachable recurring activities.
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-[x]**Dependency-Tracked Fixpoint Solver**: Implement a worklist-based `LatticeSimulator` for $O(I \cdot \text{avg\_out\_degree})$ performance.
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-[x]**Simulation-Driven Regression Assertions**: Integrate end-game pacing checks into `check_health.py`.
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## Phase 1: Data Architecture & Gating
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-[ ] Implement hub detection in `data_processor.py` (Frequency thresholding).
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-[ ] Categorize edges into `Core` (Progression) vs `Auxiliary` (Economy).
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-[ ]Integrate simulation results for `Sustainability` and `Milestone` flagging.
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## Phase 2: UI & UX Predictive Intelligence
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-[x]**Eliminate "Magic String" Metadata**: Refactor ability/quest effects into a typed `EffectDefinition` schema.
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-[x]**Predictive Resource Highlighting**: Visual indicators for unaffordable quest requirements in real-time.
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-[x]**Effect-Driven UI Logic**: Passive stat boosts and magic capacity now driven by typed effects.
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-[x]**Predictive Dependency Overlay**: Implement "Prerequisite Path" highlighting in the `CadenceTree` and `QuestPanel`.
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## Phase 2: Visual Logic & Interactivity
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-[ ] Add filtering logic to `lattice_data.js`.
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-[ ] Implement milestone-specific rendering styles in `lattice_rendering.js`.
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-[ ] Add hover-driven edge visibility for auxiliary links.
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## Phase 3: State & Runtime Consolidation
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-[x]**Unified Deterministic State Store**: Implement a central Reducer-based `GameStateStore` for full simulation/runtime parity.
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---
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*Last Updated: 2026-04-08*
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## Phase 3: UI/UX Controls
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-[ ] Add Dashboard controls for "Progression Only" and "Hide Resource Hubs".
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-[ ] Implement sustainability overlays based on health check metrics.
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-[ ] Final validation with `scripts/check_health.py`.
Detailed breakdown of current roadmap initiatives.
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## 1. Economic Equilibrium Refinement
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Achieving 100% sustainability for all reachable recurring content.
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-[x]**Data Audit**: Identify all "Unsustainable Activities" using `FlowSimulator` report.
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-[x]**Logistics/Resource Injection**: Update `content_graph.json` to ensure bottleneck resources like `Log`, `Mana Leaf`, and `Ancient Bark` have sustainable production loops.
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-[x]**Cost-Benefit Balance**: Adjust refinement costs and rewards for late-game content to prevent resource depletion.
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-[x]**Verification**: Run `check_health.py` and confirm `shield_sustainability` reaches 100%.
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## 2. Dependency-Tracked Fixpoint Solver
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Optimizing `LatticeSimulator` performance for large-scale content expansion.
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-[x]**Worklist Architecture**: Implement a queue-based `Solve()` loop in `LatticeSimulator.cs`.
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-[x]**Dependency Graph Build**: Create an internal map of `Node -> [DependentNodes]` during initialization.
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-[x]**Delta Propagation**: Only add nodes to the worklist when their inputs (in-edges) change state.
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-[x]**Validation**: Ensure results are bit-for-bit identical to the exhaustive solver.
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## 3. Simulation-Driven Regression Assertions
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Automated pacing and balance checks for CI.
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-[x]**Baseline Establishment**: Record current `Routed Completion Time` as the performance baseline.
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-[x]**Pacing Logic**: Add logic to `check_health.py` to compare current sim results with baseline.
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-[x]**Regression Thresholds**: Define acceptable variance (e.g., <15% increase without new content).
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-[x]**CI Integration**: Fail the health check if pacing regressions are detected.
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## 4. UI: Predictive Dependency Overlay
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Graph-based navigation assistance for the player.
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-[ ]**Pathfinding Logic**: Implement BFS/DFS on the client-side content graph to find the shortest path to a locked node.
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-[ ]**UI State Integration**: Update `CadenceTree` and `QuestPanel` to accept a `HighightedNodes` parameter.
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-[ ]**Hover Interactions**: Implement hover-triggers that activate the pathfinding and highlight prerequisite nodes.
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## 5. Eliminate "Magic String" Metadata
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Type-safe ability and quest effects.
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-[ ]**Schema Definition**: Create a JSON schema/C# record for `EffectDefinition` (e.g., `StatBoost`, `MagicCapacity`, `AutoQuest`).
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-[ ]**Content Migration**: Update all `Ability` and `Quest` nodes in `content_graph.json` to use the new `effects` field.
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-[ ]**Loader Refactor**: Update `ContentLoader.cs` to deserialize the typed effects.
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-[ ]**Code Cleanup**: Remove `Metadata` dictionary lookups and replace with typed property checks.
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## 6. Unified Deterministic State Store
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Full parity between simulation and Blazor runtime.
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-[x]**State Record**: Create a single `GameStoreState` immutable record.
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-[x]**Actions & Reducers**: Define formal `Actions` (e.g., `CompleteQuest`, `SpendResource`) and a pure `Reducer` function.
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-[x]**Manager Refactor**: Convert `ResourceManager`, `JunctionManager`, and `InventoryManager` to be view-only subscribers to the `GameStateStore`.
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-[x]**Snapshot Support**: Implement a one-click snapshot/restore feature for testing and save-games.
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---
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*Last Updated: 2026-04-06*
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# Detailed Roadmap: Visualization Noise Reduction
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## 1. Data Processor Gating (`modules/visualization/data_processor.py`)
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-**Hub Detection:** Any node with > 10 incoming or outgoing edges will be marked as a `ResourceHub`.
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-**Edge Metadata:** Each edge in the JSON will be tagged with a `category`:
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