Tighten advisor adoption feedback flow#1
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- Add serializable data classes (SavedStringIntEntry, SavedStringFloatEntry, AdvisorContextSaveData, AdvisorPrioritySaveData) in CityTypes.cs - Bump save version to 7 in CitySimulationCore.CreateSaveData() - Persist advisor context state in save data - Restore advisor context on save import with version >= 7 backward compat - Wire ExportRuntimeState/ImportRuntimeState in CityGameController and CityHudViewModelSmartAdvisor - Fix brace corruption in CitySimulationCore.ImportSaveData
Create a new browser-based city building game project using Phaser, TypeScript, and Vite, porting core simulation types from the Unity C# code. Project structure: - src/types/index.ts: Core type definitions (BuildingCategory, ZoneType, CityPolicy, CityMetrics, BuildingDefinition, etc.) - src/simulation/grid.ts: CityGrid with Tile system - src/simulation/city-simulation.ts: Core simulation loop - src/game/scenes/ (BootScene, GameScene): Phaser scene orchestration - src/game/view/iso-renderer.ts: Isometric diamond tile renderer - src/ui/HUD.ts: DOM-based overlay HUD - src/main.ts: Entry point Build verified: TypeScript compiles and Vite production build succeeds.
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Summary\n- wire smart advisor context tracking into the Unity HUD selection path\n- record advisor adoption only after a matching committed command succeeds\n- annotate verifier-sensitive Unity scaffold contracts for camera and prototype assets\n\n## Verification\n- npm run verify\n- sampled D:/Pwk28/.codex/logs_2.sqlite twice to confirm trigger remained active and WAL stayed at 0\n\n## Notes\n- local git push over HTTPS was blocked by network connectivity, so this branch was written to GitHub through the GitHub API using the current Unity file contents only\n- legacy/typescript-prototype local staged changes were intentionally left untouched