Commit graph

179 commits

Author SHA1 Message Date
b0b17f4633 timer fixes: timers managed by engine can run in the background. Closes #180 2026-01-06 20:13:51 -05:00
2c20455003 support for Scene object as parent, from Python: closes #183 2026-01-06 14:04:53 -05:00
7e47050d6f bugfixes for .parent property - partial #183 solution 2026-01-06 10:21:50 -05:00
a4c2c04343 bugfix: segfault in Grid.at() due to internal types not exported to module
After #184/#189 made GridPoint and GridPointState internal-only types,
code using PyObject_GetAttrString(mcrf_module, "GridPoint") would get
NULL and crash when dereferencing.

Fixed by using the type directly via &mcrfpydef::PyUIGridPointType
instead of looking it up in the module.

Affected functions:
- UIGrid::py_at()
- UIGridPointState::get_point()
- UIEntity::at()
- UIGridPointState_to_PyObject()

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-06 04:38:56 -05:00
f9b6cdef1c Python API improvements: Vectors, bounds, window singleton, hidden types
- #177: GridPoint.grid_pos property returns (x, y) tuple
- #179: Grid.grid_size returns Vector instead of tuple
- #181: Grid.center returns Vector instead of tuple
- #182: Caption.size/w/h read-only properties for text dimensions
- #184: mcrfpy.window singleton for window access
- #185: Removed get_bounds() method, use .bounds property instead
- #188: bounds/global_bounds return (pos, size) as pair of Vectors
- #189: Hide internal types from module namespace (iterators, collections)

Also fixed critical bug: Changed static PyTypeObject to inline in headers
to ensure single instance across translation units (was causing segfaults).

Closes #177, closes #179, closes #181, closes #182, closes #184, closes #185, closes #188, closes #189

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-05 23:00:48 -05:00
c6233fa47f Expand TileLayer and ColorLayer __init__ documentation; closes #190
Enhanced tp_doc strings for both layer types to include:
- What happens when grid_size=None (inherits from parent Grid)
- That layers are created via Grid.add_layer() rather than directly
- FOV-related methods for ColorLayer
- Tile index -1 meaning no tile/transparent for TileLayer
- fill_rect method documentation
- Comprehensive usage examples

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-05 22:24:36 -05:00
84d73e6aef Update old format scene/timer examples 2026-01-05 11:42:22 -05:00
02c512402e bugfix: segfault due to use of uninitialized Vector class reference 2026-01-05 10:31:41 -05:00
d2e4791f5a Positions are always mcrfpy.Vector, Vector/tuple/iterables expected as inputs, and for position-only inputs we permit x,y args to prevent requiring double-parens 2026-01-05 10:16:16 -05:00
016ca693b5 ImGui cleanup order: prevent error on exit by performing ImGui::SFML::Shutdown() before window close 2026-01-04 16:34:47 -05:00
9ab618079a .animate helper: create and start an animation directly on a target. Preferred use pattern; closes #175 2026-01-04 15:32:14 -05:00
d878c8684d Easing functions as enum 2026-01-04 12:59:28 -05:00
357c2ac7d7 Animation fixes: 0-duration edge case, integer value bug resolution 2026-01-04 00:45:16 -05:00
cec76b63dc Timer overhaul: update tests 2026-01-03 22:44:53 -05:00
5d41292bf6 Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
Major Timer API improvements:
- Add `stopped` flag to Timer C++ class for proper state management
- Add `start()` method to restart stopped timers (preserves callback)
- Add `stop()` method that removes from engine but preserves callback
- Make `active` property read-write (True=start/resume, False=pause)
- Add `start=True` init parameter to create timers in stopped state
- Add `mcrfpy.timers` module-level collection (tuple of active timers)
- One-shot timers now set stopped=true instead of clearing callback
- Remove deprecated `setTimer()` and `delTimer()` module functions

Timer callbacks now receive (timer, runtime) instead of just (runtime).
Updated all tests to use new Timer API and callback signature.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-03 22:09:18 -05:00
fc95fc2844 scene transitions via Scene object 2026-01-03 13:53:18 -05:00
40c0eb2693 scripts - use scene object API 2026-01-03 11:02:40 -05:00
d7e34a3f72 Remove old scene management methods 2026-01-03 11:01:42 -05:00
48359b5a48 draft tutorial revisions 2026-01-03 11:01:10 -05:00
838da4571d update tests: new scene API 2026-01-03 10:59:52 -05:00
f62362032e feat: Grid camera defaults to tile (0,0) at top-left + center_camera() method (#169)
Changes:
- Default Grid center now positions tile (0,0) at widget's top-left corner
- Added center_camera() method to center grid's middle tile at view center
- Added center_camera((tile_x, tile_y)) to position tile at top-left of widget
- Uses NaN as sentinel to detect if user provided center values in kwargs
- Animation-compatible: center_camera() just sets center property, no special state

Behavior:
- center_camera() → grid's center tile at view center
- center_camera((0, 0)) → tile (0,0) at top-left corner
- center_camera((5, 10)) → tile (5,10) at top-left corner

Before: Grid(size=(320,240)) showed 3/4 of content off-screen (center=0,0)
After: Grid(size=(320,240)) shows tile (0,0) at top-left (center=160,120)

Closes #169

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-31 17:22:26 -05:00
05f28ef7cd Add 14-part tutorial Python files (extracted, tested)
Tutorial scripts extracted from documentation, with fixes:
- Asset filename: kenney_roguelike.png → kenney_tinydungeon.png
- Entity keyword: pos= → grid_pos= (tile coordinates)
- Frame.size property → Frame.resize() method
- Removed sprite_color (deferred to shader support)

All 14 parts pass smoke testing (import + 2-frame run).

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-31 16:21:09 -05:00
e64c5c147f docs: Fix property extraction and add Scene documentation
Doc generator fixes (tools/generate_dynamic_docs.py):
- Add types.GetSetDescriptorType detection for C++ extension properties
- All 22 classes with properties now have documented Properties sections
- Read-only detection via "read-only" docstring convention

Scene class documentation (src/PySceneObject.h):
- Expanded tp_doc with constructor, properties, lifecycle callbacks
- Documents key advantage: on_key works on ANY scene
- Includes usage examples for basic and subclass patterns

CLAUDE.md additions:
- New section "Adding Documentation for New Python Types"
- Step-by-step guide for tp_doc, PyMethodDef, PyGetSetDef
- Documentation extraction details and troubleshooting

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:48:21 -05:00
b863698f6e test: Add comprehensive Scene object API test
Demonstrates the object-oriented Scene API as alternative to module-level
functions. Key features tested:

- Scene object creation and properties (name, active, children)
- scene.activate() vs mcrfpy.setScene()
- scene.on_key property - can be set on ANY scene, not just current
- Scene visual properties (pos, visible, opacity)
- Subclassing for lifecycle callbacks (on_enter, on_exit, update)

The on_key advantage resolves confusion with keypressScene() which only
works on the currently active scene.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:48:00 -05:00
9f481a2e4a fix: Update test files to use current API patterns
Migrates test suite to current API:
- Frame(x, y, w, h) → Frame(pos=(x, y), size=(w, h))
- Caption("text", x, y) → Caption(pos=(x, y), text="text")
- caption.size → caption.font_size
- Entity(x, y, ...) → Entity((x, y), ...)
- Grid(w, h, ...) → Grid(grid_size=(w, h), ...)
- cell.color → ColorLayer system

Tests now serve as valid API usage examples.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:47:48 -05:00
c025cd7da3 feat: Add Sound/Music classes, keyboard state, version (#66, #160, #164)
Replace module-level audio functions with proper OOP API:
- mcrfpy.Sound: Wraps sf::SoundBuffer + sf::Sound for short effects
- mcrfpy.Music: Wraps sf::Music for streaming long tracks
- Both support: volume, loop, playing, duration, play/pause/stop
- Music adds position property for seeking

Add mcrfpy.keyboard singleton for real-time modifier state:
- shift, ctrl, alt, system properties (bool, read-only)
- Queries sf::Keyboard::isKeyPressed() directly

Add mcrfpy.__version__ = "1.0.0" for version identity

Remove old audio API entirely (no deprecation - unused in codebase):
- createSoundBuffer, loadMusic, playSound
- setMusicVolume, getMusicVolume, setSoundVolume, getSoundVolume

closes #66, closes #160, closes #164

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 16:24:27 -05:00
335efc5514 feat: Implement enhanced action economy for LLM agent orchestration (#156)
- Add action economy system with free (LOOK, SPEAK) vs turn-ending (GO, WAIT, TAKE) actions
- Implement LOOK action with detailed descriptions for doors, objects, entities, directions
- Add SPEAK/ANNOUNCE speech system with room-wide and proximity-based message delivery
- Create multi-tile pathing with FOV interrupt detection (path cancels when new entity visible)
- Implement TAKE action with adjacency requirement and clear error messages
- Add conversation history and error feedback loop so agents learn from failed actions
- Create structured simulation logging for offline viewer replay
- Document offline viewer requirements in OFFLINE_VIEWER_SPEC.md
- Fix import path in 1_multi_agent_demo.py for standalone execution

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 20:50:00 -05:00
85e90088d5 fix: Register keypressScene after setScene (closes #143)
keypressScene() sets the handler for the CURRENT scene, so we must
call setScene() first to make focus_demo the active scene before
registering the key handler.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 15:35:48 -05:00
b6ec0fe7ab feat: Add focus system demo for #143
Implements a comprehensive Python-level focus management system showing:
- FocusManager: central coordinator for keyboard routing, tab cycling, modal stack
- ModifierTracker: workaround for tracking Shift/Ctrl/Alt state (#160)
- FocusableGrid: WASD movement in a grid with player marker
- TextInputWidget: text entry with cursor, backspace, home/end
- MenuIcon: icons that open modal dialogs on Space/Enter

Features demonstrated:
- Click-to-focus on any widget
- Tab/Shift+Tab cycling through focusable widgets
- Visual focus indicators (blue outline)
- Keyboard routing to focused widget
- Modal dialog push/pop stack
- Escape to close modals

Addresses #143

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 15:30:17 -05:00
89986323f8 docs: Add missing Drawable callbacks and Scene.on_key to stubs
Add to Drawable base class:
- on_click, on_enter, on_exit, on_move callbacks (#140, #141)
- hovered read-only property (#140)

Add to Scene class:
- children property (#151)
- on_key handler property

Discovered while defining implementation details for #143.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 14:49:17 -05:00
da6f4a3e62 docs: Add Line/Circle/Arc to stubs and fix click→on_click
- Add Line, Circle, Arc class definitions to type stubs
- Update UIElement type alias to include new drawable types
- Rename click kwarg to on_click throughout stubs (matches #126 change)
- Update UICollection docstring to list all drawable types

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 14:36:54 -05:00
c9c7375827 refactor: Rename click kwarg to on_click for API consistency (closes #126)
BREAKING CHANGE: Constructor keyword argument renamed from `click` to
`on_click` for all UIDrawable types (Frame, Caption, Sprite, Grid, Line,
Circle, Arc).

Before: Frame(pos=(0,0), size=(100,100), click=handler)
After:  Frame(pos=(0,0), size=(100,100), on_click=handler)

The property name was already `on_click` - this makes the constructor
kwarg match, completing the callback naming standardization from #139.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 14:31:22 -05:00
58efffd2fd feat: Animation property locking prevents conflicting animations (closes #120)
Add AnimationConflictMode enum with three modes:
- REPLACE (default): Complete existing animation and start new one
- QUEUE: Wait for existing animation to complete before starting
- ERROR: Raise RuntimeError if property is already being animated

Changes:
- AnimationManager now tracks property locks per (target, property) pair
- Animation.start() accepts optional conflict_mode parameter
- Queued animations start automatically when property becomes free
- Updated type stubs with ConflictMode type alias

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 13:21:50 -05:00
366ccecb7d chore: Extend benchmark to test 5000 entities
Validate SpatialHash scalability with larger entity counts.
Results at 5,000 entities:
- N×N visibility: 216.9× faster (431ms → 2ms)
- Single query: 37.4× faster (0.11ms → 0.003ms)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 00:46:43 -05:00
7d57ce2608 feat: Implement SpatialHash for O(1) entity spatial queries (closes #115)
Add SpatialHash class for efficient spatial queries on entities:
- New SpatialHash.h/cpp with bucket-based spatial hashing
- Grid.entities_in_radius(x, y, radius) method for O(k) queries
- Automatic spatial hash updates on entity add/remove/move

Benchmark results at 2,000 entities:
- Single query: 16.2× faster (0.044ms → 0.003ms)
- N×N visibility: 104.8× faster (74ms → 1ms)

This enables efficient range queries for AI, visibility, and
collision detection without scanning all entities.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 00:44:07 -05:00
8f2407b518 fix: EntityCollection iterator O(n²) → O(n) with 100× speedup (closes #159)
Problem: EntityCollection iterator used index-based access on std::list,
causing O(n) traversal per element access (O(n²) total for iteration).

Root cause: Each call to next() started from begin() and advanced index steps:
  std::advance(l_begin, self->index-1);  // O(index) for linked list!

Solution:
- Store actual std::list iterators (current, end) instead of index
- Increment iterator directly in next() - O(1) operation
- Cache Entity and Iterator type lookups to avoid repeated dict lookups

Benchmark results (2,000 entities):
- Before: 13.577ms via EntityCollection
- After:  0.131ms via EntityCollection
- Speedup: 103×

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-28 00:30:31 -05:00
fcc0376f31 feat: Add entity scale benchmark for #115 and #117
Benchmark suite measuring entity performance at scale:
- B1: Entity creation (measures allocation overhead)
- B2: Full iteration (measures cache locality)
- B3: Single range query (measures O(n) scan cost)
- B4: N×N visibility (the "what can everyone see" problem)
- B5: Movement churn (baseline for spatial index overhead)

Key findings at 2,000 entities on 100×100 grid:
- Creation: 75k entities/sec
- Range query: 0.05ms (O(n) - checks all entities)
- N×N visibility: 128ms total (O(n²))
- EntityCollection iteration 60× slower than direct iteration

Addresses #115, addresses #117

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2025-12-27 23:24:31 -05:00
3e07334aa5 Oops, remove token 2025-12-26 20:19:55 -05:00
71c91e19a5 feat: Add consistent Scene API with module-level properties (closes #151)
Replaces module-level scene functions with more Pythonic OO interface:

Scene class changes:
- Add `scene.children` property (replaces get_ui() method)
- Add `scene.on_key` getter/setter (matches on_click pattern)
- Remove get_ui() method

Module-level properties:
- Add `mcrfpy.current_scene` (getter returns Scene, setter activates)
- Add `mcrfpy.scenes` (read-only tuple of all Scene objects)

Implementation uses custom module type (McRFPyModuleType) inheriting
from PyModule_Type with tp_setattro for property assignment support.

New usage:
  scene = mcrfpy.Scene("game")
  mcrfpy.current_scene = scene
  scene.on_key = handler
  ui = scene.children

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 22:15:03 -05:00
de739037f0 feat: Add TurnOrchestrator for multi-turn LLM simulation (addresses #156)
TurnOrchestrator: Coordinates multi-agent turn-based simulation
- Perspective switching with FOV layer updates
- Screenshot capture per agent per turn
- Pluggable LLM query callback
- SimulationStep/SimulationLog for full context capture
- JSON save/load with replay support

New demos:
- 2_integrated_demo.py: WorldGraph + action execution integration
- 3_multi_turn_demo.py: Complete multi-turn simulation with logging

Updated 1_multi_agent_demo.py with action parser/executor integration.

Tested with Qwen2.5-VL-32B: agents successfully navigate based on
WorldGraph descriptions and VLM visual input.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 12:53:48 -05:00
2890528e21 feat: Add action parser and executor for LLM agent actions
ActionParser: Extracts structured actions from LLM text responses
- Regex patterns for GO, WAIT, LOOK, TAKE, DROP, PUSH, USE, etc.
- Direction normalization (N→NORTH, UP→NORTH)
- Handles "Action: GO EAST" and fallback patterns
- 12 unit tests covering edge cases

ActionExecutor: Executes parsed actions in the game world
- Movement with collision detection (walls, entities)
- Boundary checking
- ActionResult with path data for animation replay

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 12:53:39 -05:00
e45760c2ac feat: Add WorldGraph for deterministic room descriptions (closes #155)
Implements Python-side room graph data structures for LLM agent environments:
- Room, Door, WorldObject dataclasses with full metadata
- WorldGraph class with spatial queries (room_at, get_exits)
- Deterministic text generation (describe_room, describe_exits)
- Available action enumeration based on room state
- Factory functions for test scenarios (two_room, button_door)

Example output:
"You are in the guard room. The air is musty. On the ground you see
a brass key. Exits: east (the armory)."

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 12:53:30 -05:00
b1b3773680 docs: Update CLAUDE.md with wiki workflow references
- Link to Development Workflow wiki page
- Clarify documentation update procedures

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2025-12-02 09:22:15 -05:00
5b637a48a7 fix: Correct right mouse button action name from 'rclick' to 'right'
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2025-12-02 09:22:07 -05:00
d761b53d48 docs: Update grid demo and regenerate API docs
- grid_demo.py: Updated for new layer-based rendering
- Screenshots: Refreshed demo screenshots
- API docs: Regenerated with latest method signatures

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2025-12-02 09:21:43 -05:00
4713b62535 feat: Add VLLM integration demos for multi-agent research (#156)
- 0_basic_vllm_demo.py: Single agent with FOV, grounded text, VLLM query
- 1_multi_agent_demo.py: Three agents with perspective cycling

Features demonstrated:
- Headless step() + screenshot() for AI-driven gameplay
- ColorLayer.apply_perspective() for per-agent fog of war
- Grounded text generation based on entity visibility
- Sequential VLLM queries with vision model support
- Proper FOV reset between perspective switches

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 09:21:25 -05:00
f2f8d6422f Add warning when starting benchmark in headless mode
The benchmark API captures per-frame data from the game loop, which is
bypassed when using step()-based simulation control. This warning
informs users to use Python's time module for headless performance
measurement instead.

Also adds test_headless_benchmark.py which verifies:
- step() and screenshot() don't produce benchmark frames
- Wall-clock timing for headless operations
- Complex scene throughput measurement

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 22:20:19 -05:00
60ffa68d04 feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
Implements Python-controlled simulation advancement for headless mode:

- Add mcrfpy.step(dt) to advance simulation by dt seconds
- step(None) advances to next scheduled event (timer/animation)
- Timers use simulation_time in headless mode for deterministic behavior
- automation.screenshot() now renders synchronously in headless mode
  (captures current state, not previous frame)

This enables LLM agent orchestration (#156) by allowing:
- Set perspective, take screenshot, query LLM - all synchronous
- Deterministic simulation control without frame timing issues
- Event-driven advancement with step(None)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:56:47 -05:00
f33e79a123 feat: Add GridPoint.entities and GridPointState.point properties
GridPoint.entities (#114):
- Returns list of entities at this grid cell position
- Enables convenient cell-based entity queries without manual iteration
- Example: grid.at(5, 5).entities → [<Entity>, <Entity>]

GridPointState.point (#16):
- Returns GridPoint if entity has discovered this cell, None otherwise
- Respects entity's perspective: undiscovered cells return None
- Enables entity.at(x,y).point.walkable style access
- Live reference: changes to GridPoint are immediately visible

This provides a simpler solution for #16 without the complexity of
caching stale GridPoint copies. The visible/discovered flags indicate
whether the entity "should" trust the data; Python can implement
memory systems if needed.

closes #114, closes #16

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:04:03 -05:00
a529e5eac3 feat: Add ColorLayer perspective methods and patrol demo (addresses #113)
ColorLayer enhancements:
- fill_rect(x, y, w, h, color): Fill rectangular region
- draw_fov(source, radius, fov, visible, discovered, unknown): One-time FOV draw
- apply_perspective(entity, visible, discovered, unknown): Bind layer to entity
- update_perspective(): Refresh layer from bound entity's gridstate
- clear_perspective(): Remove entity binding

New demo: tests/demo/perspective_patrol_demo.py
- Entity patrols around 10x10 central obstacle
- FOV layer shows visible/discovered/unknown states
- [R] to reset vision, [Space] to pause, [Q] to quit
- Demonstrates fog of war memory system

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 16:26:30 -05:00