Spaces:
Sleeping
Sleeping
| # Implementation Plan | |
| ## Now | |
| - Keep the current fictional map assets under `data/raw/maps`. | |
| - Generate `data/processed/junction_registry.json` from the normal map graph. | |
| - Generate `data/processed/game_graph.json` by merging taxi, bus, and subway layer edges. | |
| - Keep `data/processed/map_atlas.json` as an editable landmark/district registry. It starts empty and can later be filled manually or by a builder. | |
| - Use a local llama.cpp server for all LLM calls. The binary and model paths live in settings. | |
| - For witness memory corruption, keep the behavior prompt-based: the prompt asks the LLM to slightly corrupt the current witness info without fully rewriting it. | |
| ## Next Playable Slice | |
| 1. Gradio map viewer with layer switching. | |
| 2. Click or type a junction ID and show legal transport moves. | |
| 3. New game creation with hidden culprit state. | |
| 4. Junction check win condition. | |
| 5. Route and mode block validation. | |
| 6. Mock lookout and witness batches. | |
| 7. Witness threshold gating. | |
| 8. Witness-question prompt through local llama.cpp. | |
| 9. Culprit-move prompt through local llama.cpp. | |
| 10. Turn-end witness memory corruption prompt. | |