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S3: The metro, by hand - #370
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An abandoned station under the village, 110 wide: a landing and two flights down through the ticket hall to the platform, a dead train with a catwalk above it, a service tunnel, and a depot with the clinic, the lift down to the sewers, a dead terminal and a high ledge a row above today's jump. Every map gains two object layers, light and pickups, for the dark stretches, salvage and secrets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Six layers, the clinic's front, glow and room paper, and fifteen pieces of furniture, painted from #329's cartoon references, plus a papercraft metro entrance on Banyan Row's promenade. The metro's catwalks and steps are furniture over the street's own ledges and steps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It walks from Banyan Row down into the metro, through it into the clinic and back up, jumps up to the metro's three secrets, and checks a run jump falls short of the high ledge. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This was referenced Oct 22, 2026
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Changes requested. Two small ones. The map, the hooks and the tests are right. Changes
Checked and fine
Taste, for you
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…ve the canopy - near-metro is a solid tiled wall 4.6 m tall, keyed on its top row's colour, so it hides the foot of mid-metro, which no longer has rails. - The clinic's front is painted in one go (Look.whole), with no seam in its roof. - The canopy is narrower and left of the signpost, whose post no longer crosses it. - Comments cut to one line, and test_metro no longer minds a map called sewer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Approved. Both items from the last review are fixed. The two items
The new cut optionThe new cut option can't change any existing piece:
Everything else
Nits, none blocking
Taste, for you
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Approved. The only change since |
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An abandoned metro station one level below the village, designed by hand:
metro, the Old Metro. A stairway goes down from Banyan Row's river promenade through a door like any other, into a ticket hall, down to a platform with a dead train, along a service tunnel, and to a depot with the clinic. It has dark stretches, a maintenance plug, three locked places, three secrets and six places for salvage, each with a stable id for the tasks that build on it. Everything's painted in #329's revised cartoon, a little dirty.Closes #350
Please look at
All from the real client, in the
?harness=sideharness, at 80 px/m.Taste calls:
For the tasks that build on it
Ids and cells are in
simile.street.metroandcontent/street/README.md's The metro. No schema change.lightlayermetro_vault(over the platform, rows 0–11),metro_tunnel_west,metro_tunnel_east. Every other cell is in a lit one:metro_entrance,metro_platform,metro_maintenance,metro_depot.machinemetro_plug, stood at from (72, 15), in a lit alcove between the tunnel's two dark halvespickupslayermetro_salvage_1…_6: the train's roof, the west tunnel twice, the pipe ledge, the east tunnel, and the high ledgescrap_stalland the spotmetro_scrap_trader,standing, facingsouthclinic, anamenityonclinic_floor_0(roomclinic), and the spotclinic_doctormachinemetro_high_ledge, four cells at row 12, three rows above the floormachinemetro_terminal, stood at from (104, 15)machinemetro_lift; its foot on the metro is (100, 15) (LIFT_FOOT), where a link down would end. No link leads from it yet.LEGS_ROWS= 3 rows up. Today's jump is 2 rows (rise2.3 tiles), so it's out of reach; the legs need at least 3 rows (ariseof about 3.2 tiles or more).machine, the only kind the client doesn't use on E. The ledge isn't really a machine: S8 may want a kind of its own.secretpickups holding money or an item:metro_secret_stairwell(25),metro_secret_catwalk(40), andmetro_secret_alcove, aration_pack(food, 0.5 kg). Each needs a run jump that walking and climbing don't replace.lightandpickupsare new object layers on every map, empty outside the metro.TownMapdoesn't read them yet; that's for S4 and S6 insimile.world.map.What changed
server/simile/street/metro.py, 110 × 20): a landing and two three-row flights through the ticket hall to the platform; the scrap stall, benches and a dead train with a ladder up its end; a catwalk along the vault; the tunnel arch, the plug, and a ladder, a pipe ledge, a catwalk and an alcove up the tunnel wall; the clinic, the lift, the terminal and the high ledge. The doorbanyan_row_to_metrojoins Banyan Row (62, 18) and the landing (2, 9).JUMPINGnow has the metro, andUNDERGROUNDnames it.tests/street/test_metro.py): the way down and back on foot; every cell but the high ledge in reach of today's jump, and the ledge in reach with a three-row jump; the lift and terminal walked to but leading nowhere; the plug lit between dark stretches; light covering every cell once; secrets needing a jump; the stall spots; no resident with anywhere to go; and every hook's id and cell.server/simile/papercraft/):painter.cartoonand the cartoon references incontent/papercraft/references/cartoon/;TUNNEL_LAYERS; furniture, a frontLookand papers markedcartoon; sketches for the train, the catwalk, the steps and the lift. No village piece repainted.Lookgainsplants, so the clinic has no potted plants, andwhole, so it's painted in one go rather than as a terrace (Front.unit).near-metrois cut as agroundpiece keyed on its top row's colour (cutabove,cutout.key's newbg), since the wall fills its sides.positions.jsonhas 94 metro cases: the client's sends down the stairway, on the three secrets' jumps and at the high ledge, and four places nobody could be.Notes
mid-metro's foot 2.75 m above the feet, sonear-metro, 4.5 m up from its foot, overlaps it by 1.75 m. In the metro the camera never rises: the highest place to stand is 8.8 m up, under the 9.9 m at which it starts to follow, and a jump keeps the height it left from. A rise would have to pass 4.4 m before the gap showed. The catwalk over the stairwell is the highest the camera gets.server/tests/world/test_paths.pylists the metro among the streets.server/tests/papercraft/test_fronts.py: a unit can be wider thanUNITwhen the front is painted whole.client/src/side/maps.test.tscounts the metro and the clinic's floor.client/src/side/walk.e2e.tsandclient/src/side/README.md: the metro's legs. A jump in the table can now land on another row (onto).test_simulate's day (seed 1, from 09:00) for 24 sim hours on main and on this branch, recording everyEntityMoved: 48,616 moves on both, identical, with the same summary, none of them under the village.simile.dbin a temp dir, all 11 residents came back on their saved tiles.content/papercraft/is 9.4 MB of its 12.Follow-ups
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