Expand WORKER_NAMES pool and add badge colors for all workers - #242
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Expand WORKER_NAMES from 2 entries (Jun, Mara) to 10 entries (Jun, Mara, Kai, Lia, Ren, Sia, Nia, Tao, Yun, Zoe) to prevent name collisions when recruiting multiple workers. Add corresponding WORKER_BADGE_COLORS entries for each new name. Update tests to verify the expanded pool and add regression tests ensuring every worker name has a badge color entry and that recruited workers have unique names. Fixes #227 Signed-off-by: Saffron <263493777+itsmiso-ai@users.noreply.github.com>
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AI Automated Review
Full PR review.
Analysis engine: MiniMax-M2.7@https://litellm.jory.dev/v1 (anthropic) — escalated (fast_low_confidence)
Review Summary
Recommendation: Approve. This PR cleanly implements Option 1 from issue PR 227 — expanding the worker name pool from 2 to 10 names and adding corresponding badge colors. The change is minimal, well-tested, and fully satisfies all acceptance criteria.
Change-by-Change Findings
scripts/constants.gd
- Expanded
WORKER_NAMESfrom 2 entries to 10:["Jun", "Mara", "Kai", "Lia", "Ren", "Sia", "Nia", "Tao", "Yun", "Zoe"] - Added 8 new badge colors to
WORKER_BADGE_COLORSfor all new names, each with a distinct hex color - No other constants were touched; change is precisely scoped to the reported issue
tests/test_constants.gd
- Updated
_test_worker_names_count()to expect 10 entries (was 2) - Added
_test_worker_names_all()to verify the exact array matches expectations - Updated
_test_badge_color_count()to expect 10 entries - Added
_test_badge_colors_complete()which iteratesWORKER_NAMESand verifies each has a corresponding entry inWORKER_BADGE_COLORS— directly satisfies acceptance criterion PR 2 - Added blank lines between test functions per GDScript conventions
tests/test_recruit_worker.gd
- Updated
test_recruit_cycles_through_namesto expect "Kai" at index 2 instead of "Jun" (correct given the expanded pool) - Added
test_recruit_unique_names()which recruits 4 workers (with a hut setup giving cap=4) and asserts all names are unique via sort+dedup — directly satisfies acceptance criterion PR 1
Standards Compliance
✅ Repository conventions followed:
- Tests use the established
_assert_eq()helper pattern from the existing test files - Blank lines added between GDScript functions (conventional style in this codebase)
- No violations of AGENTS.md, CONTRIBUTING.md, or CLAUDE.md requirements
- Change is scoped, focused, and appropriately small (87 additions / 8 deletions)
✅ No regressions detected:
- CI passed all three gates: macOS validation, headless smoke test, script test suite
Linked Issue Fit
Issue PR 227 acceptance criteria:
| Criterion | Status |
|---|---|
| No two active workers share the same name | ✅ Verified by test_recruit_unique_names() — recruits 4 workers and asserts all names are unique |
WORKER_BADGE_COLORS has an entry for every name in WORKER_NAMES |
✅ Verified by test_badge_colors_complete() — iterates all names and checks badge map coverage |
| Names fit the game's tone (short, casual, cozy) | ✅ All 10 names are 3-4 characters, easy to read, and match the casual tone of "Jun" and "Mara" |
The PR implements the recommended Option 1 from the issue and is consistent with the issue's implementation guidance.
Evidence Provider Findings
No evidence providers configured for this PR.
Tool Harness Findings
gh_apiforscripts/main.gdon the wrong repo (mispospaceinstead ofmisospace) failed, but the actual file was fetched successfully from the correct repo- The diff is self-contained and does not require reading
main.gdto verify correctness
Unknowns / Needs Verification
None. The diff fully covers the implementation, tests are comprehensive, and CI is green.
….size() New games were spawning 10 workers against a cap of 2 because the bootstrap loop iterated Constants.WORKER_NAMES.size() which expanded to 10 in #242. Changed it to iterate Constants.BASE_WORKER_CAP (2) so new colonies start with exactly 2 workers as designed. Also adds regression tests: - test_bootstrap_creates_base_worker_cap_workers - test_bootstrap_workers_have_valid_names - test_bootstrap_workers_near_stockpile - test_bootstrap_food_trajectory_sustainable Fixes #310 Signed-off-by: Saffron <263493777+itsmiso-ai@users.noreply.github.com>
….size() bootstrap_state() iterated Constants.WORKER_NAMES.size() (10) when seeding the starting crew, but the worker cap is Constants.BASE_WORKER_CAP (2). This regression was introduced in #242 when WORKER_NAMES expanded from 2 to 10 entries — every new colony started 8 workers over cap, causing instant food collapse and permanently disabling the Recruit button. Fix: iterate BASE_WORKER_CAP instead of WORKER_NAMES.size(). Also adds regression tests (test_bootstrap_workers.gd) asserting: - Fresh game starts with exactly BASE_WORKER_CAP workers - Starting-state food remains sustainable over 50 ticks Fixes #310 Signed-off-by: Saffron <263493777+itsmiso-ai@users.noreply.github.com>
Expanded WORKER_NAMES from 2 to 10 names and added corresponding badge colors to prevent duplicate worker names when worker cap exceeds 2.
Fixes #227
Opened by foreman on review GO (workload wl-misospace-windowstead-227).