Commit Graph

2 Commits

Author SHA1 Message Date
fc4ebf0f5a chore(tools): build guilds, and walk houses into IDOC where the site can see it
Two things the screenshot rig needed and the dressing pass could not give it
(runicgateway.com PLAN.md §13 phase 9).

GUILDS. The world had none — the guild board on the site was two rows of week-old
cache for guilds that had been deleted, and the website's Teams reconcile from that
board, so Teams was empty too. There is nothing to rename here: a guild has to exist
before it can be called something, so this builds four of them out of characters the
seeder already made, with a leader, two officers per guild and an alliance across the
first two. Idempotent by name, and a character already in a guild is never moved.

IDOC. "Houses in danger" reads a column the ingest only writes when the plugin reports
a house CHANGING stage; the registry frame carries the stage too, but the ingest leaves
that column to the transition feed so the two cannot clobber each other. A house that is
already collapsing when the site connects is therefore invisible: the sweep baselines it
at IDOC and no transition is ever emitted. The staging is now two passes — prime a few
houses at a middle stage at boot, collapse them 150 seconds later — so the site watches
it happen. Where too few houses can decay at all, their owners' accounts are backdated,
which is the same lever the seeder pulled and the same one a real shard pulls when
somebody stops playing.

Also: "Bridge Test Shop", left over from a hand-run smoke test, now gets a name like
every other vendor.

Both of the site-side asymmetries above are recorded as product observations in the
file rather than patched from here.

Test scaffolding, in tools/, never deployed — deploy.ps1 copies overlay/ only.
Verified against the local ServUO tree: four guilds and their rosters reached the
website over a real sidecar, and two houses reached "Houses in danger".

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-25 09:35:53 -05:00
158c0596d8 chore(tools): dress a seeded world so it can be screenshotted
BridgeSeeder builds a world at realistic scale, which is what the bridge needed;
it never needed the world to look like anything. So a vendor is `seed vendor`
trading as `Seed Shop 810`, a character is `Seed004A` and a house sign reads
`Seed House 12` — and every one of those strings travels the whole bridge and
lands on the marketplace, the guild roster and the housing pages of the website.
That is fine for a protocol test and wrong for the marketing site's screenshots
(runicgateway.com PLAN.md §13 phase 9, D42/D46).

BridgeDemoDress renames them in place and seeds nothing: prices, listing counts,
decay stages, fame and skills stay exactly as the seeder left them, so the data
keeps its provenance and only the strings a human reads change. Names come from
fixed tables hashed off each object's serial, so a re-run reproduces the same
world and screenshots can be retaken later and still match.

It also does two things the screenshots needed and nothing else provides:

- stages a few condemned houses back into the last decay levels, because decay
  is a live process and "Houses in danger" is empty by the time anyone looks
- sets a known password on seed_000, because logging a character in is the only
  way to make the online roster non-empty and the seeder assigns a random GUID.
  The password is read from Bridge.cfg, never compiled in.

Test scaffolding, in tools/, never deployed — deploy.ps1 copies overlay/ only.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-24 19:22:46 -05:00