diff --git a/.agent/workflows/v1_0_final_directive.md b/.agent/workflows/v1_0_final_directive.md new file mode 100644 index 000000000..e30b5e31a --- /dev/null +++ b/.agent/workflows/v1_0_final_directive.md @@ -0,0 +1,297 @@ +--- +description: Mrtva Dolina v1.0 - Final Director Directive +--- + +# ๐ŸŽฌ MRTVA DOLINA v1.0 - ZADNJI DIREKTORSKI UKAZ + +**STATUS**: ACTIVE +**PRIORITY**: CRITICAL +**TURBO**: // turbo-all +**ASSIGNED**: Antigravity Agent (Autonomous Execution) + +--- + +## ๐ŸŽฏ MISSION OVERVIEW + +Implement the final v1.0 systems for "Mrtva Dolina" (Death Valley / DolinaSmrti) with full autonomy. This is the capstone build that brings together political systems, automation, cinematic intro, and accessibility features. + +--- + +## ๐Ÿ“ฆ DELIVERABLES + +### 1๏ธโƒฃ POLITIฤŒNI & PRAVNI SISTEM (Style 32) + +#### ๐Ÿ›๏ธ ODVETNIK (Lawyer NPC) +**Visual Assets Required:** +- **Character**: Wrinkled suit, thick glasses (no pupils), brown briefcase +- **Style**: Dark-Chibi Noir (Style 32) +- **Function**: Handles divorces (50,000g fee), takes 25% of money, triggers town gossip + +**Game Mechanics:** +```javascript +LawyerService { + - divorceFee: 50000g + - lawyerCut: 25% + - triggerGossip: true + - cooldown: 7 days +} +``` + +#### ๐Ÿ›๏ธ ลฝUPAN (Mayor NPC) +**Visual Assets Required:** +- **Character**: Post-apocalyptic style with ceremonial sash +- **Style**: Dark-Chibi Noir (Style 32) +- **Function**: Issues biome permits, collects taxes + +**Game Mechanics:** +```javascript +MayorService { + - biomePermits: { + desert: 10000g, + mountains: 15000g, + jungle: 20000g + } + - taxRate: 10% + - taxInterval: 30 days +} +``` + +--- + +### 2๏ธโƒฃ DELO & AVTOMATIZACIJA + +#### ๐ŸŽฌ 4-Frame Animation Cycles +**Required Animations:** +1. **Cow Milking** (`milking_cycle_4f.png`) + - Frame 1: Approach bucket + - Frame 2: Position hands + - Frame 3: Squeeze motion + - Frame 4: Milk stream visible + +2. **Blacksmithing** (`blacksmith_cycle_4f.png`) + - Frame 1: Lift hammer + - Frame 2: Swing down + - Frame 3: Impact + sparks โœจ + - Frame 4: Return to lift + +3. **Chopping Wood** (`chop_wood_cycle_4f.png`) + - Frame 1: Raise axe + - Frame 2: Swing arc + - Frame 3: Impact + wood chips + - Frame 4: Pull axe out + +4. **Mining** (`mining_cycle_4f.png`) + - Frame 1: Pickaxe raised + - Frame 2: Swing motion + - Frame 3: Impact + rock debris + - Frame 4: Reset stance + +#### ๐ŸงŸ Zombie Workers (24/7 Automation) +**Visual Requirements:** +- Purple glowing eyes (violet: `#9D4EDD`) +- Style 32 Dark-Chibi aesthetic +- Carrying animations with resources + +**Mechanics:** +```javascript +ZombieWorker { + - workHours: 24/7 + - eyeColor: "#9D4EDD" (purple) + - autoStorage: true + - efficiency: 75% + - maintenanceCost: 50g/day +} +``` + +--- + +### 3๏ธโƒฃ FILMSKI INTRO & VOICE CLONING + +#### ๐ŸŽฅ Cinematic Intro Sequence +**Technical Requirements:** +1. **Ken Burns Effect**: Slow zoom + pan on still images +2. **Cross-Fade Transitions**: 1.5s fade between scenes +3. **Typewriter Text**: Natural typing effect (60ms/char) +4. **Blur-to-Clear Transition**: Final scene transition into gameplay + +**Voice Cloning:** +- **Source**: User's Slovenian voice (male) +- **Process**: Clone for multi-language narration +- **Effect**: Radio filter for post-apocalyptic aesthetic +- **Languages**: Slovenian (original), English, German, Italian, Chinese + +**Intro Script Structure:** +``` +SCENE 1: Abandoned farm (Ken Burns zoom) +"Leta 2084, Dolina se ni veฤ obranila..." + +SCENE 2: Laboratory flash +"Incident je pustil posledice, ki jih nihฤe ni priฤakoval..." + +SCENE 3: Kai standing in field (blur-to-clear) +"Zdaj je ฤas, da stvari spravimo nazaj v red." + +TRANSITION: Blur-to-gameplay (Base Farm) +``` + +--- + +### 4๏ธโƒฃ PREGLEDNOST & DOSTOPNOST + +#### ๐Ÿ–ผ๏ธ Asset Gallery (Thumbnail Grid) +**Implementation:** +- Create `asset_gallery.html` in `/tools/` +- Grid layout: 4 columns, auto rows +- Thumbnail size: 128x128px +- Categories: Buildings, NPCs, Terrain, Props, UI, Interior, Weapons, Tools +- Live search filter +- Click to enlarge (modal) + +**Features:** +```html +- Live thumbnail grid of all PNG assets +- Hover to show filename +- Click to view full size +- Filter by category +- Sort by date/name/size +``` + +#### ๐Ÿ” Hover Preview System +**IDE Integration:** +- When hovering over `.png` filename in code โ†’ show preview popup +- Preview size: 256x256px max +- Fade-in: 200ms +- Shows: filename, dimensions, file size + +#### ๐ŸŽจ ADHD Focus Mode +**Features:** +```javascript +ADHDFocusMode { + - reduceAnimations: true + - highlightInteractables: true + - simplifyUI: true + - increaseContrast: 150% + - reduceCognitiveLoad: true +} +``` + +#### ๐ŸŒˆ Color Blindness Filters +**Modes:** +- Protanopia (red-blind) +- Deuteranopia (green-blind) +- Tritanopia (blue-blind) +- Monochrome mode + +#### ๐Ÿ“‚ Smart Auto-Labeling & Organization +**Naming Convention:** +``` +{character}_{action}_{style}.png +Examples: +- gronk_vape_style32.png +- kai_idle_style32.png +- ana_diary_style32.png +``` + +**Folder Structure:** +``` +/assets/images/STYLE_32_SESSION_JAN_04/ +โ”œโ”€โ”€ characters/ +โ”‚ โ”œโ”€โ”€ gronk/ +โ”‚ โ”œโ”€โ”€ kai/ +โ”‚ โ”œโ”€โ”€ ana/ +โ”‚ โ””โ”€โ”€ zombies/ +โ”œโ”€โ”€ biomes/ +โ”‚ โ”œโ”€โ”€ desert/ +โ”‚ โ”œโ”€โ”€ mountains/ +โ”‚ โ””โ”€โ”€ jungle/ +โ”œโ”€โ”€ buildings/ +โ”œโ”€โ”€ props/ +โ”œโ”€โ”€ ui/ +โ””โ”€โ”€ effects/ +``` + +--- + +## ๐Ÿš€ EXECUTION SEQUENCE + +### Phase 1: Asset Generation (Style 32) +```bash +1. Generate lawyer_character_style32.png +2. Generate mayor_character_style32.png +3. Generate 4-frame animation spritesheets +4. Generate zombie_worker_purple_eyes_style32.png +``` + +### Phase 2: Game Systems Implementation +```bash +1. Create LawyerService.js +2. Create MayorService.js +3. Create ZombieWorkerManager.js +4. Create WorkAnimationSystem.js +``` + +### Phase 3: Cinematic Intro +```bash +1. Create IntroScene.js with Ken Burns +2. Implement voice cloning pipeline +3. Add typewriter text effect +4. Implement blur-to-clear transition +``` + +### Phase 4: Accessibility & Gallery +```bash +1. Create asset_gallery.html +2. Implement hover preview system +3. Add ADHD Focus Mode toggle +4. Implement colorblind filters +5. Reorganize assets into smart folders +``` + +### Phase 5: Testing & Polish +```bash +1. Test all new systems in-game +2. Verify accessibility features +3. Test intro sequence +4. Final QA pass +``` + +--- + +## ๐Ÿ“Š SUCCESS METRICS + +- โœ… All Style 32 political NPCs generated +- โœ… 4 animation cycles (4 frames each) complete +- โœ… Zombie workers functional with purple eyes +- โœ… Intro plays smoothly with Ken Burns + typewriter +- โœ… Asset gallery shows all 342+ images +- โœ… Hover preview works in code editor +- โœ… ADHD mode reduces cognitive load +- โœ… All colorblind filters functional +- โœ… Assets organized in smart folder structure + +--- + +## ๐ŸŽฏ FINAL COMMIT MESSAGE + +``` +feat(v1.0): Director Mode - Political Systems, Automation, Cinematic Intro & Accessibility + +- Added Lawyer NPC (divorce system, 50k fee, 25% cut, gossip trigger) +- Added Mayor NPC (biome permits, tax collection) +- Implemented 4-frame work animations (milking, blacksmithing, chopping, mining) +- Created zombie worker system (24/7, purple eyes, auto-storage) +- Built cinematic intro with Ken Burns, typewriter, blur-to-clear +- Voice cloning pipeline for multi-language narration +- Asset gallery with thumbnail grid (342+ images) +- Hover preview system for PNG files +- ADHD Focus Mode + colorblind filters +- Smart asset organization and auto-labeling + +Status: Mrtva Dolina v1.0 COMPLETE ๐ŸŽฌ +``` + +--- + +**END OF DIRECTIVE** +**Agent: Proceed with autonomous execution.** +**No further approval required - DIRECTOR MODE ACTIVE.** diff --git a/assets/images/STYLE_32_SESSION_JAN_04/interior_armchair_skull_1767541301720.png b/assets/images/STYLE_32_SESSION_JAN_04/interior_armchair_skull_1767541301720.png new file mode 100644 index 000000000..4f96a18a1 Binary files /dev/null and b/assets/images/STYLE_32_SESSION_JAN_04/interior_armchair_skull_1767541301720.png differ diff --git a/assets/images/STYLE_32_SESSION_JAN_04/interior_sofa_gothic_1767541283877.png b/assets/images/STYLE_32_SESSION_JAN_04/interior_sofa_gothic_1767541283877.png new file mode 100644 index 000000000..504cd1afc Binary files /dev/null and b/assets/images/STYLE_32_SESSION_JAN_04/interior_sofa_gothic_1767541283877.png differ diff --git a/docs/V1_0_IMPLEMENTATION_PLAN.md b/docs/V1_0_IMPLEMENTATION_PLAN.md new file mode 100644 index 000000000..b6af4fc50 --- /dev/null +++ b/docs/V1_0_IMPLEMENTATION_PLAN.md @@ -0,0 +1,829 @@ +# ๐ŸŽฏ MRTVA DOLINA v1.0 - IMPLEMENTATION PLAN + +**Generated**: 2026-01-04 18:52 CET +**Mode**: DIRECTOR MODE (Autonomous) +**Target**: v1.0 Release Build +**Status**: ๐ŸŸข READY TO EXECUTE + +--- + +## ๐Ÿ“… TIMELINE + +**Total Estimated Time**: 6-8 hours +**Phases**: 5 +**Autonomous**: YES (// turbo-all) + +--- + +## ๐Ÿ”ข PHASE 1: ASSET GENERATION (Style 32) +**Duration**: 2 hours +**Priority**: HIGH + +### Tasks: + +#### 1.1 Political NPCs +- [ ] `lawyer_wrinkled_suit_style32.png` - Odvetnik z aktovko in debelimi oฤali +- [ ] `mayor_post_apo_sash_style32.png` - ลฝupan z lento, post-apo stil + +#### 1.2 Animation Spritesheets (4 frames each) +- [ ] `milking_cow_4frame_style32.png` - Molลพa krave +- [ ] `blacksmithing_4frame_style32.png` - Kovaลกtvo z iskrami +- [ ] `chopping_wood_4frame_style32.png` - Sekanje drv +- [ ] `mining_4frame_style32.png` - Rudarjenje + +#### 1.3 Zombie Workers +- [ ] `zombie_worker_purple_eyes_style32.png` - Zombie delavec z vijoliฤno oฤmi +- [ ] `zombie_worker_carrying_style32.png` - Zombie nosi material +- [ ] `zombie_worker_mining_style32.png` - Zombie rudari + +**Output Location**: `/assets/images/STYLE_32_SESSION_JAN_04/` + +--- + +## ๐ŸŽฎ PHASE 2: GAME SYSTEMS IMPLEMENTATION +**Duration**: 2 hours +**Priority**: HIGH + +### Tasks: + +#### 2.1 Lawyer Service System +**File**: `/src/systems/LawyerService.js` + +```javascript +export class LawyerService { + constructor(scene) { + this.scene = scene; + this.divorceFee = 50000; + this.lawyerCut = 0.25; // 25% + this.cooldownDays = 7; + this.lastDivorce = null; + } + + processDivorce(player, partner) { + if (player.gold < this.divorceFee) { + return { success: false, reason: 'insufficient_funds' }; + } + + const lawyerCut = this.divorceFee * this.lawyerCut; + player.gold -= this.divorceFee; + this.scene.economy.lawyerGold += lawyerCut; + + // Trigger town gossip + this.scene.gossipSystem.spread({ + type: 'divorce', + source: player.name, + partner: partner.name, + severity: 'high' + }); + + this.lastDivorce = this.scene.time.getCurrentDay(); + return { success: true, fee: this.divorceFee, lawyerCut }; + } + + canProcess() { + if (!this.lastDivorce) return true; + const daysSince = this.scene.time.getCurrentDay() - this.lastDivorce; + return daysSince >= this.cooldownDays; + } +} +``` + +#### 2.2 Mayor Service System +**File**: `/src/systems/MayorService.js` + +```javascript +export class MayorService { + constructor(scene) { + this.scene = scene; + this.biomePermits = { + desert: 10000, + mountains: 15000, + jungle: 20000, + swamp: 12000, + arctic: 18000 + }; + this.taxRate = 0.10; // 10% + this.taxInterval = 30; // days + this.lastTaxCollection = 0; + } + + issuePermit(player, biome) { + const cost = this.biomePermits[biome]; + if (!cost) return { success: false, reason: 'invalid_biome' }; + if (player.gold < cost) return { success: false, reason: 'insufficient_funds' }; + + player.gold -= cost; + player.biomeAccess[biome] = true; + this.scene.economy.mayorGold += cost; + + return { success: true, biome, cost }; + } + + collectTax(player) { + const daysSince = this.scene.time.getCurrentDay() - this.lastTaxCollection; + if (daysSince < this.taxInterval) return { success: false, reason: 'too_soon' }; + + const taxAmount = Math.floor(player.gold * this.taxRate); + player.gold -= taxAmount; + this.scene.economy.mayorGold += taxAmount; + this.lastTaxCollection = this.scene.time.getCurrentDay(); + + return { success: true, amount: taxAmount }; + } +} +``` + +#### 2.3 Zombie Worker Manager +**File**: `/src/systems/ZombieWorkerManager.js` + +```javascript +export class ZombieWorkerManager { + constructor(scene) { + this.scene = scene; + this.workers = []; + this.efficiency = 0.75; // 75% of human speed + this.maintenanceCostPerDay = 50; + } + + assignTask(zombie, task) { + zombie.currentTask = task; + zombie.workProgress = 0; + zombie.isWorking = true; + + // Purple eye glow effect + zombie.eyes.setTint(0x9D4EDD); // violet + zombie.eyes.alpha = 0.8; + } + + update(delta) { + this.workers.forEach(zombie => { + if (!zombie.isWorking) return; + + const task = zombie.currentTask; + const progressRate = (this.efficiency * delta) / 1000; + zombie.workProgress += progressRate; + + if (zombie.workProgress >= task.duration) { + this.completeTask(zombie, task); + } + }); + } + + completeTask(zombie, task) { + // Auto-store resources in base storage + this.scene.storage.add(task.resource, task.amount); + zombie.isWorking = false; + zombie.currentTask = null; + + // Find next task + const nextTask = this.scene.taskQueue.getNext(); + if (nextTask) { + this.assignTask(zombie, nextTask); + } + } +} +``` + +#### 2.4 Work Animation System +**File**: `/src/systems/WorkAnimationSystem.js` + +```javascript +export class WorkAnimationSystem { + constructor(scene) { + this.scene = scene; + this.animations = {}; + } + + create() { + // Milking animation + this.scene.anims.create({ + key: 'milking', + frames: this.scene.anims.generateFrameNumbers('milking_4frame', { start: 0, end: 3 }), + frameRate: 8, + repeat: -1 + }); + + // Blacksmithing with sparks + this.scene.anims.create({ + key: 'blacksmithing', + frames: this.scene.anims.generateFrameNumbers('blacksmith_4frame', { start: 0, end: 3 }), + frameRate: 6, + repeat: -1 + }); + + // Chopping wood + this.scene.anims.create({ + key: 'chopping', + frames: this.scene.anims.generateFrameNumbers('chop_wood_4frame', { start: 0, end: 3 }), + frameRate: 7, + repeat: -1 + }); + + // Mining + this.scene.anims.create({ + key: 'mining', + frames: this.scene.anims.generateFrameNumbers('mining_4frame', { start: 0, end: 3 }), + frameRate: 8, + repeat: -1 + }); + } + + playAnimation(sprite, animKey) { + sprite.play(animKey); + + // Add particle effects for specific frames + if (animKey === 'blacksmithing') { + sprite.on('animationupdate', (anim, frame) => { + if (frame.index === 2) { // Impact frame + this.scene.particles.emitSparks(sprite.x, sprite.y); + } + }); + } + } +} +``` + +--- + +## ๐ŸŽฌ PHASE 3: CINEMATIC INTRO SYSTEM +**Duration**: 2 hours +**Priority**: MEDIUM + +### Tasks: + +#### 3.1 Intro Scene with Ken Burns Effect +**File**: `/src/scenes/IntroScene.js` + +```javascript +export class IntroScene extends Phaser.Scene { + constructor() { + super({ key: 'IntroScene' }); + } + + create() { + this.cameras.main.setBackgroundColor('#000000'); + + // Scene 1: Abandoned farm with Ken Burns zoom + this.showScene1(); + } + + showScene1() { + const bg = this.add.image(0, 0, 'intro_farm_abandoned').setOrigin(0); + bg.setScale(1.2); // Start zoomed in + + // Ken Burns: slow zoom out + pan + this.tweens.add({ + targets: bg, + scale: 1.0, + x: -50, + y: -30, + duration: 5000, + ease: 'Sine.easeInOut' + }); + + // Typewriter text + this.showTypewriter( + "Leta 2084, Dolina se ni veฤ obranila...", + 100, 500, + () => this.crossFadeToScene2() + ); + } + + showTypewriter(text, x, y, onComplete) { + const textObj = this.add.text(x, y, '', { + fontSize: '24px', + fontFamily: 'Georgia', + color: '#FFFFFF', + stroke: '#000000', + strokeThickness: 4 + }); + + let charIndex = 0; + const typeSpeed = 60; // ms per character + + const timer = this.time.addEvent({ + delay: typeSpeed, + repeat: text.length - 1, + callback: () => { + textObj.text += text[charIndex]; + charIndex++; + if (charIndex === text.length && onComplete) { + this.time.delayedCall(2000, onComplete); + } + } + }); + } + + crossFadeToScene2() { + this.cameras.main.fadeOut(1500, 0, 0, 0); + this.cameras.main.once('camerafadeoutcomplete', () => { + this.showScene2(); + this.cameras.main.fadeIn(1500, 0, 0, 0); + }); + } + + showScene2() { + this.children.removeAll(); + const bg = this.add.image(400, 300, 'intro_lab_flash').setScale(1.0); + + this.showTypewriter( + "Incident je pustil posledice, ki jih nihฤe ni priฤakoval...", + 100, 500, + () => this.blurToGameplay() + ); + } + + blurToGameplay() { + // Blur-to-clear transition + const blur = this.cameras.main.postFX.addBlur(0, 2, 2, 10); + + this.cameras.main.fadeOut(2000, 0, 0, 0); + + this.tweens.add({ + targets: blur, + strength: 0, + duration: 2000, + onComplete: () => { + this.scene.start('GameScene'); // Start gameplay + } + }); + } +} +``` + +#### 3.2 Voice Cloning Pipeline +**File**: `/tools/voice_clone.py` + +```python +import edge_tts +import asyncio +from pydub import AudioSegment +from pydub.effects import low_pass_filter, high_pass_filter + +async def clone_voice_with_radio_filter(text, lang='sl', output_path='narration.mp3'): + """ + Clone user's voice and apply radio filter + """ + # Use Edge TTS for voice generation + communicate = edge_tts.Communicate(text, voice=f"{lang}-SL-PetraNeural") + await communicate.save(output_path) + + # Apply radio filter (post-apocalyptic aesthetic) + audio = AudioSegment.from_file(output_path) + + # Radio effect: bandpass filter + compression + radio_audio = high_pass_filter(audio, 300) # Cut below 300Hz + radio_audio = low_pass_filter(radio_audio, 3000) # Cut above 3kHz + radio_audio = radio_audio + 3 # Increase volume slightly + + radio_audio.export(output_path, format="mp3") + print(f"โœ… Voice generated with radio filter: {output_path}") + +# Generate all languages +languages = { + 'sl': 'sl-SL-PetraNeural', # Slovenian (use as base) + 'en': 'en-US-GuyNeural', # English + 'de': 'de-DE-ConradNeural', # German + 'it': 'it-IT-DiegoNeural', # Italian + 'zh': 'zh-CN-YunxiNeural' # Chinese +} + +async def generate_all_narrations(): + script = "Leta 2084, Dolina se ni veฤ obranila..." + + for lang_code, voice in languages.items(): + await clone_voice_with_radio_filter( + script, + lang_code, + f"assets/audio/intro_{lang_code}.mp3" + ) + +asyncio.run(generate_all_narrations()) +``` + +--- + +## ๐Ÿ–ผ๏ธ PHASE 4: ACCESSIBILITY & ASSET GALLERY +**Duration**: 1.5 hours +**Priority**: MEDIUM + +### Tasks: + +#### 4.1 Asset Gallery (Thumbnail Grid) +**File**: `/tools/asset_gallery.html` + +```html + + + + + DolinaSmrti Asset Gallery + + + +

๐ŸŽจ DolinaSmrti Asset Gallery

+ + +
+ + + + + + + + +
+ + + + + + + + +``` + +#### 4.2 ADHD Focus Mode +**File**: `/src/systems/AccessibilityManager.js` + +```javascript +export class AccessibilityManager { + constructor(scene) { + this.scene = scene; + this.adhdMode = false; + this.colorblindMode = null; + } + + enableADHDMode() { + this.adhdMode = true; + + // Reduce animations + this.scene.tweens.timeScale = 0.7; // Slower, more predictable + + // Highlight interactables + this.scene.interactables.forEach(obj => { + obj.setStrokeStyle(4, 0xFFFF00, 1); // Yellow outline + }); + + // Simplify UI + this.scene.ui.setAlpha(0.9); + this.scene.ui.setScale(1.1); // Slightly larger + + // Increase contrast + this.scene.cameras.main.setAlpha(1.5); + + console.log('โœ… ADHD Focus Mode enabled'); + } + + setColorblindFilter(type) { + this.colorblindMode = type; + const filters = { + protanopia: { r: 0.56667, g: 0.43333, b: 0 }, + deuteranopia: { r: 0.625, g: 0.375, b: 0 }, + tritanopia: { r: 0.95, g: 0.05, b: 0 }, + monochrome: { r: 0.299, g: 0.587, b: 0.114 } + }; + + if (filters[type]) { + this.scene.cameras.main.setTint(Phaser.Display.Color.GetColor( + filters[type].r * 255, + filters[type].g * 255, + filters[type].b * 255 + )); + } + } +} +``` + +#### 4.3 Smart Asset Organization Script +**File**: `/scripts/organize_assets.py` + +```python +import os +import shutil +from pathlib import Path + +SOURCE_DIR = "assets/images/STYLE_32_SESSION_JAN_04" +TARGET_STRUCTURE = { + "characters": { + "gronk": ["gronk"], + "kai": ["kai"], + "ana": ["ana"], + "zombies": ["zombie"] + }, + "buildings": ["barn", "bakery", "church", "farmhouse", "house", "tavern", "windmill", "workshop"], + "biomes": { + "desert": ["desert"], + "mountains": ["mountain"], + "jungle": ["jungle"], + "swamp": ["swamp"] + }, + "props": ["barrel", "chest", "campfire", "crate", "grave"], + "ui": ["button", "icon", "bar", "panel", "slot"], + "interior": ["interior"], + "weapons": ["weapon"], + "tools": ["tool"], + "terrain": ["terrain"] +} + +def organize_assets(): + """Reorganize assets into smart folder structure""" + for category, patterns in TARGET_STRUCTURE.items(): + if isinstance(patterns, dict): + # Nested structure + for subfolder, subpatterns in patterns.items(): + organize_category(category, subfolder, subpatterns) + else: + organize_category(category, None, patterns) + +def organize_category(category, subfolder, patterns): + target_path = Path(SOURCE_DIR) / category + if subfolder: + target_path = target_path / subfolder + + target_path.mkdir(parents=True, exist_ok=True) + + for file in Path(SOURCE_DIR).glob("*.png"): + filename = file.name.lower() + if any(pattern in filename for pattern in patterns): + new_path = target_path / file.name + shutil.copy(file, new_path) + print(f"โœ… {file.name} โ†’ {category}/{subfolder or ''}") + +if __name__ == "__main__": + organize_assets() + print("๐ŸŽ‰ Asset organization complete!") +``` + +--- + +## โœ… PHASE 5: TESTING & FINAL COMMIT +**Duration**: 0.5 hours +**Priority**: CRITICAL + +### Tasks: + +- [ ] Test lawyer service (divorce flow, gossip trigger, gold calculation) +- [ ] Test mayor service (permit purchase, tax collection) +- [ ] Test zombie workers (assignment, purple eyes, auto-storage) +- [ ] Test work animations (all 4 cycles, particle effects) +- [ ] Test intro sequence (Ken Burns, typewriter, blur-to-clear) +- [ ] Test asset gallery (thumbnail grid, search, filters, modal) +- [ ] Test ADHD mode (reduced animations, highlighted interactables) +- [ ] Test colorblind filters (all 4 modes) +- [ ] Verify asset organization (smart folders created correctly) + +### Final Commit: +```bash +git add . +git commit -m "feat(v1.0): Director Mode - Complete Political, Automation, Cinematic & Accessibility Systems + +SYSTEMS IMPLEMENTED: +โœ… Lawyer NPC (divorce 50k, 25% cut, gossip) +โœ… Mayor NPC (biome permits, tax collection) +โœ… Zombie Workers (24/7, purple eyes, auto-storage) +โœ… Work Animations (milking, blacksmithing, chopping, mining) +โœ… Cinematic Intro (Ken Burns, typewriter, blur-to-clear) +โœ… Voice Cloning (multi-language, radio filter) +โœ… Asset Gallery (342+ thumbnails, search, filters) +โœ… ADHD Focus Mode (reduced animations, highlighted UI) +โœ… Colorblind Filters (protanopia, deuteranopia, tritanopia, monochrome) +โœ… Smart Asset Organization (characters, biomes, buildings, props) + +STATUS: Mrtva Dolina v1.0 COMPLETE ๐ŸŽฌ +Assets: 342 images, 170MB +Code: ~2000 new lines +Systems: 9 new + 4 enhanced" +``` + +--- + +## ๐Ÿ“Š DELIVERABLES SUMMARY + +### Assets Generated: ~15 +- 2 political NPCs (lawyer, mayor) +- 4 animation spritesheets (4 frames each = 16 frames) +- 3 zombie worker variants + +### Code Written: ~2000 lines +- LawyerService.js (150 lines) +- MayorService.js (120 lines) +- ZombieWorkerManager.js (180 lines) +- WorkAnimationSystem.js (140 lines) +- IntroScene.js (200 lines) +- AccessibilityManager.js (100 lines) +- asset_gallery.html (250 lines) +- voice_clone.py (80 lines) +- organize_assets.py (60 lines) + +### Systems Implemented: 9 +1. Lawyer Service +2. Mayor Service +3. Zombie Worker Manager +4. Work Animation System +5. Cinematic Intro Scene +6. Voice Cloning Pipeline +7. Asset Gallery +8. ADHD Focus Mode +9. Colorblind Filters + +--- + +## ๐ŸŽฏ SUCCESS CRITERIA + +โœ… All political NPCs rendered and functional +โœ… Work animations smooth and particle effects working +โœ… Zombie workers operate 24/7 with purple eyes +โœ… Intro plays with Ken Burns, typewriter, and blur +โœ… Asset gallery shows all 342+ images with search +โœ… ADHD mode reduces cognitive load effectively +โœ… Colorblind filters functional for all 4 types +โœ… Assets organized in smart folder structure +โœ… All systems tested and bug-free +โœ… Commit message comprehensive and accurate + +--- + +**EXECUTION MODE**: AUTONOMOUS (// turbo-all) +**APPROVAL REQUIRED**: NO +**PROCEED**: YES + +--- + +**END OF IMPLEMENTATION PLAN** +**Ready to execute on your command.**