[issues-24] sub-agent 시각 구분 강화 — glow ring, gear badge, 점선 연결선#3
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[issues-24] sub-agent 시각 구분 강화 — glow ring, gear badge, 점선 연결선#3dadadamarine wants to merge 16 commits into
dadadamarine wants to merge 16 commits into
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…gle (#4) * feat(ui): hide completed agents from village by default, add TopBar toggle (#1) Server providers now auto-discover every Claude/Codex session jsonl on disk, so the village would slowly fill with old completed heroes that hadn't been touched in days. Default behavior is now to keep the village focused on agents that are still doing something; a TopBar toggle reveals completed heroes again for users who want the historical view. Single source of presentation policy lives in `agentPresentation.ts` — both the Party Bar and the Phaser scene consume the same derived list, and source-badge mixed-mode is computed by a shared helper so React and Phaser can't drift. TopBar stats / DetailPanel lookup / Activity Feed keep working off the unfiltered snapshot. Also covers the surrounding consistency work that fell out of the review: BuildingInfoPanel now consumes the same projection, the selection auto-clears when the toggle hides the currently-selected hero, and the existing night/rain toggles pick up `type="button"` + `aria-pressed` + `aria-label` to match the new toggle's a11y. * refactor(ui): keep waiting heroes visible + move presentation policy out of hooks/ (#1) Two issues surfaced by Codex review of the initial PR: - waiting was getting filtered out as a side effect of the new projection. The Phaser scene used to render waiting heroes (HeroSprite has a dedicated pulse/label), and computeShowSourceBadge still counts waiting as live, so the scene was losing turn-end heroes and the source badge could disagree with what was actually on screen. Treat waiting like active/idle in the projection and add a regression test. - agentPresentation.ts lived under hooks/, which made VillageScene (a Phaser adapter) import from the React hooks tree. The helper itself is the right abstraction — move it to client/src/presentation/ so both App.tsx and VillageScene can depend on it without crossing into React-specific land.
…ve hero sprites (#5) * feat(agents): mirror Claude Code session display title above hero sprites Server-side: SessionRegistry now reads the `jobId` out of every `<configDir>/sessions/<pid>.json` it scans and resolves the matching `<configDir>/jobs/<jobId>/state.json` for the user-set session title (the same string Claude Code's `claude agents` view renders in the left column). The title is exposed through a new SessionDisplayNameOracle that AgentStateManager consults on createAgent / processEvent / refreshAll, overriding the slug/cwd fallback whenever a display name is present. Codex sessions and subagents (no jobId of their own) keep their existing labels. Client-side: HeroSprite gains updateName(name) for live retitle support, and every head-stack label now flows through a code-point-safe truncateLabel helper so long titles ellipsize cleanly without breaking emoji surrogate pairs. VillageScene's hero update loop calls updateName each tick (idempotent guard prevents redundant DOM writes), and EditorTopBar's slot-name truncation switches to the same helper for consistency. Closes #2 * refactor: address Codex senior + architect review comments - Restore the derived (slug/cwd) name when the display-name oracle drops the user-set title. Without the fallback path a removed or corrupt `state.json` would freeze the previous label on the sprite forever. AgentState now carries `derivedName` so the manager can swap back without consulting the JSONL slug again. - Move `truncateLabel` from `client/src/game/entities/` to `client/src/utils/` — the helper is consumed by both the village game scene and the editor topbar, so its home belongs in the neutral utils layer instead of crossing the editor → game-entities boundary. - Tighten the `SessionDisplayNameOracle` interface contract so it no longer leaks the concrete Claude storage paths into the high-level state policy; adapter-specific details live in `SessionRegistry`. - Add regression tests for the oracle-drop fallback (both refreshAll and processEvent paths).
… (#6) Server propagates parent ↔ child session relationship as domain data so the client no longer infers sub-agent status from sessionId patterns. Sub-agent heroes render at 0.7× scale and follow their parent hero with a deterministic fan-out offset; orphaned sub-agents fall back to regular slot-based layout. Server - AgentState.isSubagent + parentSessionId carry sub-agent metadata. - file-watcher.ts treats `<parentSessionId>/subagents/` as an anti-corruption boundary: disk layout becomes a SubagentContext domain value handed up the provider chain. - ClaudeProvider, ProviderHandlers, AgentStateManager.processEvent and index.ts forward SubagentContext end to end. Client - AgentState mirror gains the two fields; normalizeAgentState() shim tolerates older payloads. - HeroSprite uses computeSpriteScale(base, isSubagent); setHeroScale() preserves the sub-agent factor on runtime resize. - VillageScene tracks parentChildren / subagentParents separately from buildingSlots. Attached sub-agents bypass slot layout and follow the parent each frame via computeChildOffset() + teleportTo(). Tests - agent-state-manager.test.ts covers main / subagent / orphan / update paths. - hero-scale.test.ts pins the SUBAGENT_SCALE_FACTOR contract. - subagent-layout.test.ts pins fan-out determinism and stable childIndexOf() ordering. Closes #3
* fix(server): bound AgentState history and surface WS diagnostics (#7) After a few weeks of Claude/Codex sessions piling up on disk, the initial snapshot the server sends on WebSocket connect grew past 2.5 MB. The browser would then drop the WS immediately on connect, BootScene never received ws:connected, and the React overlay (Top Bar, Party Bar, new completed-agents toggle) never rendered. The runaway was `toolCalls` and `filesModified` on each AgentState growing without bound — provider replays the entire JSONL history on startup, and each Codex toolCall can carry several KB of aggregated output. A small helper now keeps each agent to the most recent 50 entries on both the create and the update path. Snapshot now also logs its byte size on every send, and any broadcast frame that crosses 500 KB warns — so the next time the payload grows the operator sees it before the browser does. The WS onclose handler on both sides now records code/reason/wasClean too, because the original symptom hunt was blocked on not knowing whether the browser closed for 1009 (too big), 1006 (abnormal), or something else. * fix(client): guard WS reconnect against StrictMode unmount race (#7) Codex senior review found this is almost certainly the real driver of the "connect → error → disconnect" loop, not the snapshot payload itself. `onclose` was arming a reconnect timer on every close — including the intentional close from the effect's cleanup path. On a React StrictMode mount→unmount→mount cycle (or Fast Refresh), the orphaned hook instance's timer would still fire, build a new WebSocket, and emit bridge events on behalf of a hook that no longer existed, racing the freshly-mounted one. A `shouldReconnect` ref tracks lifecycle state. `onclose` skips the reconnect when cleanup flipped the flag, and the cleanup path now also nulls out `wsRef.current` and the timer ref so a stale socket cannot drive the next reconnect. Also tightens the `MAX_*` comment in agent-state-manager — transport concerns (byte budget, frame size warn) belong to WebSocketServer; the state manager's cap is the retention policy of the AgentState model itself, not a workaround for a particular transport.
* fix(client): stale-ws guard for onclose during StrictMode race (#9) PR #8's shouldReconnect ref guards the cleanup path but not the StrictMode mount→unmount→mount race: by the time ws_A's async onclose fires, mount B has already flipped the same ref back to true, so the stale ws's reconnect path runs against the freshly-mounted hook. Identity check on wsRef.current is stricter — if the firing socket isn't the current one, it must be a leftover from a previous mount and must not drive a reconnect. Verified in dev: the new "closed (stale ws)" log line fires on the unmount→remount cycle as expected. Note: this fixes one strand of the issue #7 disconnect loop. A separate path remains where onerror fires before any message is received and reconnect runs on the still-current ws — that's tracked separately because the trigger is on the server/network side, not the React lifecycle. * test(client): regression test for stale-ws onclose classifier (#9) Codex senior MEDIUM: the StrictMode race fix in this PR only lives as a guard inside an async onclose handler — if the next refactor restores the old "reconnect on every close" behavior, no test would catch it. Extract the three-way decision (stale / cleanup / reconnect) into a pure `classifyCloseEvent` helper exported from useAgentState. The onclose handler now switches on the verdict, and the helper carries five unit tests covering the exact StrictMode mount/unmount/mount sequence (firing-ws-not-current returns "stale" regardless of the shouldReconnect flag). No behavioral change — the same branches still produce the same logs and same reconnect schedule. The refactor exists for testability.
…ace (#12) * diagnostic(ws): tighten onerror cleanup + log Bun send result (#11) The 1006 reconnect loop in dev didn't go away with PR #8 cap or PR #10 stale-ws guard alone — the next strand needs more data from the server side, not just the browser side. Two small changes: * Drop the explicit `ws.close()` inside `onerror`. The WebSocket spec guarantees `onclose` fires after `onerror`, so the explicit close only adds a teardown race against the just-arriving server frame. This is a spec-correctness cleanup; it does not by itself end the loop in our environment. * Log readyState before and after every `sendSnapshot`, plus the return value of `ws.send`. The browser already reports code/reason/wasClean on close; pairing that with the server's view of the socket at send time should triangulate whether Bun thinks the socket was already closing when we tried to push 160KB of snapshot at it. Root cause for the loop itself is still open — this PR just makes the next debugging session cheaper by closing the data gap. * diagnostic(ws): add clientId to open/close/snapshot logs (#11) Codex senior MEDIUM: under StrictMode double-mount or multi-tab usage, the bare `[WS] snapshot bytes=…` log can't be tied back to the matching `client disconnected` line. The server already carries `ws.data.id` from the HTTP upgrade — include it in all three lifecycle log lines so follow-up root-cause work on the 1006 loop has a stable event key. Also expands the `sendResult` comment to make the Bun-specific values explicit (-1 backpressure, 0 dropped, 1+ bytes sent) — that's the mapping the next debugging session needs to read the logs against.
…rallelDownloads (#14) * diagnostic(boot): log preload progress + file completes for issue #13 The BootScene → VillageScene transition is silently stalling: progress hits ~30% and then no further filecomplete or 'complete' event fires, so create() never runs, the ws:connected listener is never registered, and the React overlay stays hidden forever. Three listeners on `this.load` make the next debugging session much cheaper: * `loaderror` — logs which file 404'd if the issue turns out to be a silent 404 we never registered for. * `complete` — confirms when (or whether) the loader actually thinks it's done. Today: never fires in the broken environment. * `filecomplete` — names the last file the loader managed to finish before the hang. That filename is the wedge for narrowing the bug. The progress handler also reports `totalToLoad` / `totalComplete` so we can tell if the stall is a download or a decode step. Empirically tried `this.load.maxParallelDownloads = 6` and it made the stall worse — progress no longer leaves 0%, instead of getting to 30% — so that knob is NOT the fix. This PR ships diagnostics only. * diagnostic(boot): use Phaser constants + log totals on every event (#13) Codex senior MEDIUM on PR #14: the diagnostic listeners need three small reinforcements before they're actually useful for hunting the 30%-stuck root cause. * Switch literal event names ('complete', 'filecomplete', 'progress') to the Phaser.Loader.Events constants. Same effect, but it now surfaces if a future Phaser bump renames or removes an event. * `complete` now also logs `totalToLoad / totalComplete / totalFailed`. In a stuck-at-30% report, a stray `complete` event with totalFailed > 0 instantly tells us a silent failure path is winning. * `filecomplete` now logs `src` alongside `key/type`. With a parallel loader, the last file to finish is NOT the stuck one; the stuck file is whatever's still in flight. Knowing the path of the last finisher narrows which batch the stall starts in. * `loaderror` now also logs `key` and `type`, not just `src`. * `progress` fires on either a pct-bucket change OR a totalComplete tick — so a partial-load stall inside a single bucket (queue=60, complete frozen at 18) doesn't get swallowed by the 10% throttle. Still diagnostics-only. Root cause for the loader stall is the next strand.
## Root cause (closes #15) BootScene preload hung at ~31/83 files because React StrictMode mounts PhaserGame twice (mount → unmount → mount). The naive useRef-per-component pattern let cleanup call `game.destroy(true)` before the second mount created a fresh instance, but Phaser's LoaderPlugin keeps in-flight HTTP requests alive past destroy(). Two Phaser.Game instances then fetched the same ~80-file asset batch in parallel, saturated the browser's HTTP/1.1 connection pool, and stalled preload — `villageReady` never fired, the overlay never mounted, only a black canvas was visible. Verified against baseline (a16e2fb), main (a231ac9), and v0.0.1 (67d92b9): all three reproduced the same hang, ruling out PRs #4 / #8 / #10 / #12 / #14 as the cause and confirming the bug is upstream-inherent. ## Fix `PhaserGame.tsx` anchors the game in a module-level slot. The second StrictMode mount reuses the existing instance and reparents its canvas; cleanup defers destruction (`setTimeout(0)`) so a fast remount can cancel it. The game tears down only on genuine unmount (page navigation). ## Related cleanup - `text.ts` — `addCrispText` now applies NEAREST (was LINEAR, which bilinearly smeared text against the pixel-art tiles). Removed an ill-fated `setRoundPixels(true)` call — Phaser 4 dropped the per-Text method; sub-pixel snap belongs at game-level `roundPixels: true`. - Fonts — Cinzel for headings (building names, Village Gate, PartyBar title) + Fira Code for in-canvas labels (Activity Feed and on-sprite labels share one typography stack). VT323 / Pixelify Sans were tried and rejected: pixel-style faces blur at 10–11px even with NEAREST. - Label readability — replaced stroke + drop shadow with a translucent black plate (`rgba(0,0,0,0.65)` + 4×2 padding) on the activity label, matching the PartyBar pattern. ## Label IA — partial (continues in #16) Started consolidating on-sprite text: only the activity label remains in HeroSprite. Name / subagent / source badge / model / detail / task all move to PartyBar + Detail Panel per the new IA. This commit still leaves broken references in `teleportTo` / `setSelected` / `updateDepth` / `setName` / `layoutSubagentAndSource` / `layoutActivityAndModel` / `setModelBadge` — those, plus the new "Name under feet (2 lines) + speech bubble (task + live activity message) above head + PartyBar index numbers" UI, are tracked in #16. Refs: closes #15, follows up #16
* feat: hero label IA — bubble above head + name under feet + party index ## Information architecture (closes #16) The on-sprite label stack was 7 labels deep (name / subagent / source / activity / model / detail / task), all stacked above the head, all duplicating data the PartyBar already shows. With 5–10 heroes on screen the canvas was illegible. New layout: ┌─────────────┐ │ [N] │ ← indexText (top-right, matches PartyBar row number) │ │ │ task... │ ← taskText (user prompt) │ msg... │ ← activityMsgText (last Activity Feed message) │ ▼ │ │ [SPRITE] │ │ │ │ hero name │ ← nameText (2 lines, color reflects activity/status) │ ...wrapped │ └─────────────┘ Subagent / source / model / activity-word are PartyBar's job now. `setSourceBadgeVisible` and `setModel` are no-op stubs kept so existing callers stay compatible. ## Party-bar match PartyBar applies `STATUS_ORDER` (active < waiting < idle < error < completed) when rendering. VillageScene mirrors the same sort and assigns 1-based indices via `hero.setIndex(i+1)` on every agent-state tick — so the number above each sprite is the same number on the panel row. The marker is rendered with a small dark plate (`rgba(0,0,0,0.8)`) at the sprite's top-right and as an absolutely-positioned chip on the PartyBar avatar's top-left. ## File-level changes - `HeroSprite.ts` — full rewrite around the new label fields. The previous broken state (name/detail/task/subagent/source/model fields referenced by 8+ methods after the creation calls were removed) is cleaned up. Activity / waiting / error states now flow into `nameText.setColor` + alpha-pulse, replacing the separate activity label. - `VillageScene.ts` — new `STATUS_ORDER` constant + index assignment pass at the end of the agent-update loop. - `PartyBar.tsx` + `PartyBar.css` — `PartyRow` accepts `index`; renders a `.partybar-index` chip on the avatar. ## Follow-up - Speech-bubble tail graphic (sprite-direction arrow) — listed as optional in the issue, deferred. - Activity feed message source binding currently reuses `currentCommand` / `currentFile` (already per-hero). If the real Activity Feed event stream needs to feed in, that can ride a follow-up after the IA is validated on the user's side. Closes #16 * refactor(hero): tighten bubble + move index next to name - Above-head bubble sits ~2 px from the sprite (was ~16 px). The earlier gap made the message read as floating; pulling it in makes the bubble feel like direct speech. - Index marker moves from the sprite's top-right to the left of the name label on the same row below the feet. Origin (1, 0) anchors its right edge so it always butts against the sprite's left edge regardless of the name's wrapped width. Reads as "[N] hero-name" and lines up with the PartyBar row's leading index. * feat(hero): draw a real speech bubble (rounded plate + tail) for the head message Previously the task / activity-msg lines lived in two separate Text objects, each with its own translucent backgroundColor — they read as "two stacked chips," not as one bubble. The new design pulls the plate out into a Graphics object sized in `updateBubble()` to wrap both lines (or just one when only one is present) and adds a small downward tail pointing at the sprite's head, so the message reads as direct speech. - New `bubbleBg: Graphics` field. The two Text objects keep their positions and colors but no longer carry `backgroundColor` themselves. - `updateBubble()` recomputes width/height from `displayWidth` of the visible lines, draws a rounded rect with a faint title-line stroke, and a triangular tail. Hides the plate when both lines are empty. - Wired into `updateTask` / `updateDetail` (text changes) and `teleportTo` / move-tween onUpdate (position changes). * fix(hero): align bubble plate to actual text bounds + tighten name gap - Bubble plate now derives its bounds from actual text.y and text.displayHeight (origin 0.5, 1 → bottom = text.y, top = text.y - displayHeight). The previous hardcoded lineH × lineCount formula drifted from the real text size and produced a misaligned plate. - Tail increased to 8×6 px (was 6×4) for visibility. - Name offset reduced from halfH+6 to halfH+2 — sits right under the sprite's feet instead of floating below. * fix(hero): shorten label truncation + raise label depth above buildings - Truncation caps: NAME 32→24, TASK 38→22, ACTIVITY_MSG 40→22 chars. Long URLs and paths now cut early so the bubble stays inside the sprite's visual footprint. - Label depth raised from footY+0.6 to footY+1.0–1.2 so hero labels render in front of building names (buildings sort by their own foot-y and topped out at footY+0.6). * fix(hero): pull name label flush with sprite feet (halfH-2) * fix(hero): name at exact foot line (halfH, 0 gap) * fix(hero): compensate sprite frame padding — name at visual foot line * fix(hero): name tighter to feet (halfH-14) * fix(hero): name even tighter (halfH-20) * fix(hero): name halfH-24 * fix(hero): single-line name (18 chars, no wordWrap) * fix(hero): bubble closer to head (halfH-10) * fix(hero): widen gap between index marker and name label * feat(hero): parchment speech bubble + index at top-left - Speech bubble restyled by design-director: parchment cream background (0xF5E0B0 α0.92) + dark brown border (0x8B5E3C 2px) + larger tail (10×8) with border edges. Text colors flipped to dark brown for contrast on the light plate. Matches the Tiny Swords warm-tone palette. - Index marker moved from name-row (bottom) to sprite's top-left corner — sits snug at the head, visually distinct from the name label below. * feat(hero): ghost unselected bubbles (α 0.4), full opacity on select * fix(hero): keep bubble at full opacity regardless of selection * fix(hero): pull index marker closer to sprite body * fix(hero): index at exact sprite top-left corner (-halfW, -halfH) * fix(hero): index 12px inward from top-left corner * fix(hero): index further right (halfW-18) * fix(hero): index further down (halfH-18) * fix(hero): index nudge down+right (halfW-22, halfH-22) * fix(hero): bubble lower (halfH-16) * fix(hero): index further down+right (halfW-26, halfH-26) * fix(hero): index nudge (29) * fix(hero): index right (33) * fix(hero): index down (33) * fix(hero): index right (36) * fix(hero): index right (38) * fix(hero): index up (30) * feat(feed): prefix agent name with party index in Activity Feed * fix(hero): index up tiny (28)
* fix(hero): bubble closer to head (halfH-24) * feat(hero): allow 2-line wrap in bubble (44 chars + wordWrap 140px) * feat(hero): 3-way visual distinction in bubble (size + weight + color) * fix(text): restore LINEAR filter for canvas text (match Activity Feed quality)
1. Idle wander — heroes in idle state now randomly walk within ±12px of their grid slot every 3-7 seconds, keeping the village alive even when no work is happening. Stops when activity changes. 2. Completion VFX — gold/orange/yellow particle burst (12 particles, 800ms) fires when a hero's status changes to 'completed'. Uses the existing 'px' texture + explode() pattern from TerrainRenderer. 3. Brightness boost — additive white overlay (0xFFFFFF α0.06) on the world rect lifts dark forest tones so the village reads clearly as a PiP element in YouTube Shorts. Closes #20
* feat: idle wander + completion VFX + brightness boost (#20) 1. Idle wander — heroes in idle state now randomly walk within ±12px of their grid slot every 3-7 seconds, keeping the village alive even when no work is happening. Stops when activity changes. 2. Completion VFX — gold/orange/yellow particle burst (12 particles, 800ms) fires when a hero's status changes to 'completed'. Uses the existing 'px' texture + explode() pattern from TerrainRenderer. 3. Brightness boost — additive white overlay (0xFFFFFF α0.06) on the world rect lifts dark forest tones so the village reads clearly as a PiP element in YouTube Shorts. Closes #20 * feat(building): replace building name with activity label * fix(building): larger activity label (17px) * fix(building): Fira Code + backdrop plate, remove stroke/shadow noise * fix(text): lower resolution to DPR (remove 2.5x oversampling noise)
…vement (#23) (#25) - Library (reading) near south gate — first stop after spawn - Castle (thinking) above library — natural reading → thinking flow - Forge/Arena/Alchemist form tight central cluster (106-180px apart) replacing the old editing↔bash gap of 550px across the village - Chapel (git) and Watchtower (reviewing) share NE corner - Tavern (idle) anchors the western plaza - All buildings remain inside CITY_CLEAR ellipse (max factor 0.87) - Update road network waypoints/edges to match new layout - Update PLAZA anchor to center-junction (1400, 780) - Sync server/src/map/protected-buildings.ts default coordinates
- Add forge-access (11) and arena-access (12) waypoints to road network so BFS routes heroes to actual building coordinates, not nearby junctions - Add editing/bash/debug triangle edges (11↔12, 11↔8, 12↔8) - Update road comment to WHY-focused (workflow decision rationale) - Update building-layout comment to WHY-focused - Add Readonly<Point> return type to getRoadSegments() to prevent accidental mutation of internal waypoint objects - Add protected-buildings.test.ts to catch client/server coord drift
…nnector line (#24) - HeroSprite: add pulsing glow ring (purple outline) + gear icon badge (⚙) for sub-agent sprites at construction time; update positions in teleportTo() and moveTween onUpdate; clean up in destroy() - VillageScene: draw dashed connector lines from parent hero to each attached sub-agent every frame using a reusable Graphics layer; clear on detach - subagent-connector.ts: pure module (buildConnectorSegments + visual constants) so geometry is unit-testable without Phaser - subagent-connector.test.ts: 11 passing unit tests covering segment geometry, constants validity, and determinism
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변경 요약
마을 화면에서 sub-agent를 한눈에 구분할 수 있도록 세 가지 시각 구분 요소를 추가합니다.
추가된 시각 요소
1. Pulsing glow ring (HeroSprite)
2. ⚙ gear icon badge (HeroSprite)
3. 점선 connector line (VillageScene)
쇼츠 PiP 가시성
세 요소 모두 Phaser 캔버스 레이어에 렌더링되므로 PiP 화면에서도 동일하게 표시됩니다.
신규 파일
client/src/game/scenes/subagent-connector.ts연결선 geometry 계산 pure 모듈 (
buildConnectorSegments+ visual 상수). Phaser 의존 없음 → 단위 테스트 가능.client/src/game/scenes/subagent-connector.test.ts11개 단위 테스트 — 선분 geometry, 상수 범위 유효성, 결정론적 출력 검증.
테스트 결과
주의 (이슈 #23 동시 진행)
이슈 #23 (building 배치 재배치)과 동시 진행 중이나,
building-layout.ts는 건드리지 않았습니다.main sync 후 conflict 없음 확인됨.
Closes #24
🤖 Claude Code session
8669ee13-9c50-4a09-be42-4947fafa7989claudeauto --resume 8669ee13-9c50-4a09-be42-4947fafa7989/Users/ms/.claude/projects/-Users-ms-Desktop-projects-worktrees-Agent-Quest-issues-20/8669ee13-9c50-4a09-be42-4947fafa7989.jsonl