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Takeshi 5dde0c5ec2 Record original-alignment implementation and traceability checkpoint
Capture current source, content data, tests, asset licenses, and original-specification traceability. Original implementation remains incomplete. The accepted matching UI generation passed 154 suites and 12,253 checks, with eight rendered staff-contract screens reviewed. Latest native Windows and full-original acceptance remain outstanding.
2026-09-30 23:52:24 +09:00

4.6 KiB

表裏レイヤー表示・魔法レンズ切替(2026-09-29)

原本B-2.2/B-12.2、P23の途中成果。表層では実在する裏層施設の部屋描画を低透明度で重ね、裏層では表層施設の占有輪郭を表示。建設サービスの正規配置から描画し、画面外は除外する。裏層の人物や未完成工事を表示する実装ではない。

切替時に画面を読み取るGPUシェーダーで波紋状の屈折を0.55秒表示する。演出は停止中も終了し、人物のアニメーション時間やゲーム時刻を進めない。再切替は同一オーバーレイを再利用し、終了後は非表示。半透明描画ノードは入力を持たず、レンズControlは入力を透過する。選択は従来どおり選択層の占有データで判定する。

描画中の施設一覧を1回取得して部屋・非選択層・施設ラベルで共有し、追加描画による一覧の重複コピーを避けた。キャッシュは描画終了時に破棄する。Windows高負荷時のGPU性能は未測定。

検証: 最終ソースのmacOS実描画18検査PASS、直前のheadless15検査PASS。表裏で同座標の受付/倉庫、裏専用の待機室、非選択施設へのクリック禁止、座標維持、停止中の演出/人物時間分離、16回切替、全Runtimeスナップショット不変を確認。既存ピクセル画面243検査、ダッシュボード136検査、make checkもPASS(最後の描画用一覧キャッシュ追加前)。最終実描画はキャッシュ追加後のソースで実施。

layer-front.png / layer-back.png / layer-ripple.png を確認。半透明の倉庫/待機室、表層の輪郭、波紋の屈折を目視した。既存Kenney素材をそのまま再利用し、新しい外部素材は導入していない。

未完了: 建設中/旧設備を含む全異層表現、混雑時やx3連続切替の描画性能、Windows同一ビルド実機、表裏UIスキン/BGMなどP23/P25残件。P23全体や全原本実装の完了ではない。

Opposite-layer active construction (2026-09-29)

Active construction reservations now appear in the opposite layer with amber hatching and a FRONT/BACK progress badge. They do not render completed room furniture. Geometry comes directly from reserved_cells and progress from ConstructionJob; blocked/planned jobs remain visible, completed/cancelled jobs are excluded. Completed jobs switch to existing facility art/outline. Drawing shares the job list with selected-layer construction labels for one frame, avoiding duplicate list retrieval.

Final native32 checks PASS in layer-construction-final.log, including two ordinary construction commands, exact reserved footprint, real partial progress, opposite-layer hit isolation, full snapshot preservation, restore, cancel and normal completion. layer-front-construction.png and layer-back-construction.png visually inspected: opposite footprints and labeled progress are visible independently of active-layer hatching. Pixel camera regression243 PASS before the final per-draw job-list cache; final native suite compiles and exercises that cache.

This removes the active-construction visibility gap. Legacy infrastructure representation, x3/high-load GPU tests, Windows same-build acceptance and remaining HUD/skin requirements remain open.

Opposite-layer legacy stairs (2026-09-29)

LegacyStairService records now join opposite-layer visual data even when the viewing fixture has no ConstructionService. Each stair uses the same compact upper-landing rectangle as active-layer rendering/selection. FRONT shows the backyard stair glyph at low opacity; BACK shows the front stair outline. Active and opposite filters are disjoint. Legacy metadata is cached only during a draw so selected and opposite passes share one snapshot retrieval; query calls outside drawing still get defensive copies.

Final evidence: layer-legacy-native.log30 checks PASS; layer-legacy-migration.log67 checks PASS; layer-legacy-regression.log27 checks PASS. Actual Runtime8/Path4 migration materializes two original vertical connectors; the BACK view contains exactly those two legacy IDs, and visualization leaves the entire canonical save unchanged. Native UI coverage uses a small canonical LegacyStairService fixture and checks compact geometry, selection isolation, and defensive metadata; both layer screenshots were visually inspected. No migration or path behavior was changed.

The legacy stair visibility gap is resolved for these fixtures. This is not exhaustive acceptance of every old transport topology; other legacy infrastructure, x3/high-load rendering, Windows same-build and remaining HUD/skin requirements remain unverified.