New worlds get generated camp names like new claims (t3)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 19:00:22 -04:00
co-authored by Claude Opus 5.5
parent 66543bbd4b
commit 945e5205b8
5 changed files with 34 additions and 11 deletions
+1 -1
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@@ -442,7 +442,7 @@ Previews drawn under the cursor: build ghosts, drill aim and pulses, selections,
Events from the simulation (emit) turned into sounds, toasts and cards.
- functions: drainEvents
### src/ui/loop.js (127 lines)
### src/ui/loop.js (133 lines)
The frame loop and boot.
- functions: scanVisible, frame, boot
- variables: lastT, acc, lastRender, frameMs, simMs, fpsSm, ambientT
+6
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@@ -4,6 +4,12 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: New worlds get camp names too (Claude Code, Codex)
- The new-world dialog prefills `claimName(seed, existing names)` instead of "World N", and
follows seed edits until the player types their own name; a blank name falls back to it too
(`src/ui/loop.js`, `session.js`). play.py checks updated. All tests pass.
## 2026-10-24: t30: progress while generating, loading and saving (Claude Code, Codex)
- `worldgen.js`: `worldSteps` generator yields `[fraction, label]`; `generateWorld` (sync, tests)