docs: plan a pixel-art desktop mascot ("Cluck")
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Design-only (no code yet): an MBSE subsystem model for a chicken mascot
that roams the desktop shell, is draggable, opens a Sims-style nested
radial menu, and has a tamagotchi lifecycle (egg -> chick -> adult) that
reacts to real app activity (chat streaming, knowledge-graph writes,
signals). Everything (animations, autonomous behaviors, menu actions,
environment reactions) is scoped as a data-driven registry for easy
extension.

- docs/mascot/README.md: subsystem Model conforming to docs/mbse's
  Holt-based Framework — mission/boundary, requirements, structural view
  (module registry map), behavioral view (behavior FSM + lifecycle state
  machines + a stimulus sequence diagram), interfaces view (which web
  stores it observes, read-only), extension guide, verification view.
- plans/2026-07-20-desktop-mascot.md: the concrete file-by-file
  implementation plan for web/src/lib/mascot/ derived from the model,
  with an ordered build sequence and a manual browser verification
  checklist.
- Indexed both in docs/index.md and plans/index.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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| ---- | -------- |
| [adr/](adr/README.md) | Architecture Decision Records (numbered, append-only) |
| [mbse/](mbse/README.md) | Model-Based Systems Engineering views of the platform |
| [mascot/](mascot/README.md) | MBSE subsystem model for the desktop mascot (planned) |
| [operations/](operations/README.md) | Operator runbooks (deploy, rollback, recovery) |
For agent orientation see [AGENTS.md](../AGENTS.md); for the operating model

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# Oikos — Desktop Mascot Subsystem Model
> Companion to [the platform Model](../mbse/README.md) and
> [the Framework](../mbse/framework.md). This document is a **subsystem
> Model** in Holt's sense — it conforms to the same Framework (Ontology +
> Viewpoints, Markdown + Mermaid Notation) rather than restating it, scoped
> to a single not-yet-built subsystem of the `web` component: the desktop
> mascot ("Cluck"), a pixel-art chicken that lives on the desktop shell.
> Where the platform-wide Views in [../mbse/README.md](../mbse/README.md)
> and the component View for `web/src` in
> [../mbse/components.md](../mbse/components.md#5-web-control-room) speak
> at the level of "the SPA," this document goes one layer deeper into one
> feature of it — the same relationship [components.md](../mbse/components.md)
> has to [README.md](../mbse/README.md), applied recursively.
**Status of this Model:** the subsystem it describes does not exist in
code yet. Every View below is marked **Planned**, not **Verified**
compare to [../mbse/README.md](../mbse/README.md)'s confidence grading,
which this document borrows. The corresponding implementation plan is
[plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md).
## Views in this model
| # | View | Concern it addresses |
|---|---|---|
| [1](#1-mission--system-context) | Mission & System Context | Why a mascot, and what is it never allowed to do? |
| [2](#2-requirements) | Requirements | What must it do, traced from the original request? |
| [3](#3-structural-view) | Structural View | What modules make it up, and which are the extension points? |
| [4](#4-behavioral-view) | Behavioral View | How does it move, live, and react, moment to moment? |
| [5](#5-interfaces-view) | Interfaces View | What does it read from the rest of the system, and how does it persist itself? |
| [6](#6-extension-guide) | Extension Guide | How does a future engineer add an animation, behavior, menu action, or reaction? |
| [7](#7-verification-view) | Verification View | How will we know it works, once built? |
## 1. Mission & System Context
**Stakeholders:** the operator (delight, ambient awareness of system
state without opening a window); future engineers extending the mascot's
behaviors/reactions/menu.
**Mission:** give the desktop shell a persistent, living presence that
makes background system activity legible at a glance — a chat streaming,
a knowledge-graph write, a critical signal — without requiring a window to
be open, while doubling as a lightweight tamagotchi for its own sake
(delight is a legitimate requirement here, not a side effect).
**Boundary — what the mascot is, and is not:**
- It is a **purely client-side, read-only observer**. It subscribes to
existing `web` stores (chat, activity, events, dashboard summary) the
same way any other UI component does.
- It **never calls a mutating API endpoint** and is not a new actuation
path — it has no relationship to the `run` gate, `Execution`, or
`Approval` entities described in [the platform Ontology](../mbse/ontology.md).
Its only "mutation" is its own tamagotchi state, stored client-side.
- It is scoped entirely inside the `web` component
([../mbse/components.md §5](../mbse/components.md#5-web-control-room));
it introduces no new backend surface, no new MCP tool, no new REST route.
```mermaid
flowchart TB
subgraph SURFACE["Desktop shell surface (Desktop.svelte)"]
ICONS["Icon layer\nz-0"]
LAUNCH["Task launcher\nz-10"]
WIN["WindowLayer\nz-40"]
MASCOT["MascotLayer\nz-45\n(this subsystem)"]
MENU["Desktop context menu\nz-50"]
end
MASCOT -->|subscribes, read-only| EVENTS["stores/events.ts\nliveEvents (SSE)"]
MASCOT -->|subscribes, read-only| CHAT["stores/chat.ts\nstreaming"]
MASCOT -->|subscribes, read-only| ACTIVITY["stores/activity.ts\nactivityLog"]
MASCOT -->|subscribes, read-only| CONTEXT["stores/context.ts\nsummary"]
MASCOT -->|reads/writes| LS["localStorage\noikos-mascot"]
style MASCOT fill:#fff3e0,stroke:#e65100
```
## 2. Requirements
Traced from the original feature request. All **Planned**.
| ID | Statement | Source | Status |
|---|---|---|---|
| MASC-1 | The mascot SHALL render as pixel-art, drawn from code (string pixel-grids + palette), not binary sprite assets | User request | Planned |
| MASC-2 | The mascot SHALL roam the desktop surface autonomously, walking along the ground (surface bottom, above the taskbar) under gravity | User request + design decision | Planned |
| MASC-3 | The mascot SHALL be draggable with the mouse; releasing it mid-air SHALL trigger a flutter-fall back to the ground | User request + design decision | Planned |
| MASC-4 | Right-clicking the mascot SHALL open a round (Sims-style) interaction menu supporting nested submenus | User request | Planned |
| MASC-5 | The mascot SHALL have a tamagotchi lifecycle: egg → chick → adult, with a user-assignable name | User request | Planned |
| MASC-6 | The mascot's stage, name, and stats SHALL persist across reloads | User request (implied by "tamagotchi") | Planned |
| MASC-7 | The mascot SHALL have idle states (autonomous behavior when untouched) and interactive states (drag, click, menu) | User request | Planned |
| MASC-8 | The mascot SHALL react visibly to real application activity: chat streaming, knowledge-graph writes, critical signals | User request ("aware of its environment... feels alive and connected") | Planned |
| MASC-9 | Animations, behaviors, menu actions, and reactions SHALL each be defined in a single data-driven registry, so a new one can be added without touching the engine code | User request ("easily expansible") | Planned |
| MASC-10 (NFR) | The mascot's game loop SHALL run at ~30fps via `setTimeout`, not `requestAnimationFrame`, matching the repo's existing [`GraphBackground.svelte`](../../web/src/lib/components/GraphBackground.svelte) convention (rAF suspends in some hidden-tab embeddings) | Codebase convention | Planned |
| MASC-11 (NFR) | The mascot SHALL never write to the API; all mutation is local (localStorage) | Design decision, this document §1 | Planned |
| MASC-12 (NFR) | Persistence writes SHALL be debounced (~300ms), never per animation frame | Codebase convention ([`stores/windows.ts`](../../web/src/lib/stores/windows.ts) wmkit persist) | Planned |
## 3. Structural View
**Stakeholders:** an engineer implementing or extending the mascot.
**Why this View earns its place:** MASC-9 (extensibility) is only real if
the module boundaries actually separate data (registries) from engine
code; this View is the check that they do.
```mermaid
classDiagram
class types_ts {
<<module>>
PixelGrid
AnimName
MascotStage
BehaviorId
Stimulus
RadialAction
}
class palette_ts {
<<module, registry>>
PALETTE: char to CSS color
}
class sprites_ts {
<<module, registry>>
SPRITES: Stage to AnimName to AnimDef
resolveAnim(stage, name)
}
class render_ts {
<<module, stateless>>
drawFrame(ctx, grid, palette, flip)
}
class state_svelte_ts {
<<module, runes>>
MascotModel state
grantXp() feed() pet() setName()
tickLifecycle() advanceStageIfReady()
persist (debounced, oikos-mascot)
}
class behavior_ts {
<<module, registry>>
BEHAVIORS: BehaviorId to BehaviorDef
stepMascot(rt, model, now, dt)
}
class stimuli_ts {
<<module, registry>>
REACTIONS: id to ReactionDef
attachStimuli(emit)
}
class actions_ts {
<<module, registry>>
MASCOT_ACTIONS: RadialAction tree
registerMascotAction()
}
class Mascot_svelte {
<<component>>
canvas render loop 30fps
pointer drag/click/contextmenu
}
class MascotLayer_svelte {
<<component>>
z-45 absolute overlay
hosts Mascot + RadialMenu + bubble
}
class RadialMenu_svelte {
<<component>>
z-60 fixed, nested rings
}
class NameDialog_svelte {
<<component>>
}
sprites_ts --> palette_ts : indexes
sprites_ts --> types_ts : uses
Mascot_svelte --> render_ts : draws frames
Mascot_svelte --> sprites_ts : resolves anim
Mascot_svelte --> behavior_ts : steps FSM
Mascot_svelte --> state_svelte_ts : reads/mutates model
MascotLayer_svelte --> Mascot_svelte : hosts
MascotLayer_svelte --> RadialMenu_svelte : hosts, on contextmenu
MascotLayer_svelte --> stimuli_ts : attaches on mount
MascotLayer_svelte --> NameDialog_svelte : hosts, on hatch/rename
RadialMenu_svelte --> actions_ts : renders tree
stimuli_ts --> behavior_ts : forceBehavior(react)
```
**The four extension registries** (MASC-9's concrete answer — see also
[§6 Extension Guide](#6-extension-guide)): `SPRITES` (animations),
`BEHAVIORS` (autonomous states), `MASCOT_ACTIONS` (radial menu tree),
`REACTIONS` (environment stimuli). Each is plain data; the engine
(`behavior.ts`'s `stepMascot`, `Mascot.svelte`'s loop, `RadialMenu.svelte`'s
renderer) is generic over whatever the registry currently contains.
**Mount point:** two lines in
[`Desktop.svelte`](../../web/src/lib/components/desktop-shell/Desktop.svelte) —
`<MascotLayer />` rendered inside the surface `<div>` (the `relative
min-h-0 flex-1 overflow-hidden` element), after `<WindowLayer />`, so its
`absolute inset-0` shares the surface's coordinate space and its ground
line is exactly the surface's bottom edge (= the taskbar's top edge).
## 4. Behavioral View
**Stakeholders:** an engineer reasoning about "what does the mascot do
right now, and why." **Why this View earns its place:** a mascot with an
implicit, ad-hoc state machine is unmaintainable the moment a second
behavior or reaction is added; this View is the state machine made
explicit before any of it is coded.
### 4.1 Behavior FSM (moment-to-moment autonomy)
```mermaid
stateDiagram-v2
[*] --> egg
egg --> chick : hatchProgress reaches 1\n(advanceStageIfReady)
state chick_and_adult_behaviors {
[*] --> idle
idle --> wander : weighted random pick\non behaviorUntil expiry
wander --> idle
idle --> peck : weighted random pick
peck --> idle
idle --> sleep : weighted random pick
sleep --> idle
wander --> falling : y below ground\n(off a dragged edge, etc.)
idle --> dragged : pointerdown + move\npast 5px threshold
wander --> dragged : pointerdown + move
sleep --> dragged : pointerdown + move\n(interrupts sleep)
dragged --> falling : pointerup, released mid-air
falling --> land : y reaches ground
land --> idle
[*] --> react : stimulus dispatched\n(priority/cooldown gated)
react --> idle : durationMs elapsed,\nreturns to prior-or-idle
}
chick --> adult : xp reaches ADULT_XP\n(advanceStageIfReady)
```
`dragged` always wins over any autonomous behavior; `sleep` is broken only
by a reaction whose `ReactionDef.interruptsSleep` is true (§4.3) or by a
drag. Weighted-random idle selection (`weight` field in `BehaviorDef`)
picks the next autonomous behavior only when the current one's `next()`
returns null past `behaviorUntil` — see
[plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md)
for the concrete weights.
### 4.2 Tamagotchi lifecycle (long-lived state)
```mermaid
stateDiagram-v2
[*] --> egg : first load,\ndefaultModel()
egg --> chick : active time >= HATCH_MS (3min)\n+ NameDialog shown
chick --> adult : xp >= ADULT_XP (200)
adult --> [*]
```
This is a separate state machine from §4.1: §4.1 governs frame-to-frame
motion/animation, §4.2 governs the tamagotchi's slow-moving `MascotModel`
(persisted, ticked ~1x/sec via `tickLifecycle`, not every frame).
### 4.3 Example sequence — an environment stimulus becomes a visible reaction
```mermaid
sequenceDiagram
participant SSE as stores/events.ts (SSE)
participant Stim as stimuli.ts attachStimuli
participant FSM as behavior.ts
participant Mascot as Mascot.svelte (canvas)
SSE->>Stim: liveEvents updates,\nnew head event severity=critical
Stim->>Stim: check REACTIONS['alarmed']\ncooldown + priority
Stim->>FSM: forceBehavior(rt, 'react', {anim: 'react-alarm', durationMs})
FSM->>FSM: interrupts current behavior\n(even sleep, interruptsSleep=true)
FSM->>Mascot: rt.behavior = 'react', rt.anim = 'react-alarm'
Mascot->>Mascot: next 30fps tick draws\nreact-alarm frame
Note over FSM: after durationMs,\nnext() returns to idle
```
## 5. Interfaces View
**Stakeholders:** an engineer wiring a new store into the mascot's
awareness, or auditing what it depends on.
| Interface | Direction | Shape | Notes |
|---|---|---|---|
| [`stores/events.ts`](../../web/src/lib/stores/events.ts) `liveEvents` | consumed | `Writable<OikosEvent[]>`, newest-first, ref-counted via `subscribeEvents()` | `OikosEvent.type` families: `approval.*`, `signal.*`, `execution.*`, `health.changed`; `severity: 'info'\|'warning'\|'critical'` |
| [`stores/chat.ts`](../../web/src/lib/stores/chat.ts) `streaming` | consumed | `Writable<boolean>` | false→true edge triggers the `thinking` reaction, held while true |
| [`stores/activity.ts`](../../web/src/lib/stores/activity.ts) `activityLog` | consumed | derived `Readable<ActivityEntry[]>`, **recomputed wholesale** on every emission — not append-only | new entries with `type === 'knowledge'` detected by diffing entry `id`s between emissions, not by treating it as a stream |
| [`stores/context.ts`](../../web/src/lib/stores/context.ts) `summary` | consumed | `Writable<DashboardSummary\|null>` | ambient state (open signal counts via `openSignalCount(summary)`) |
| `localStorage['oikos-mascot']` | owned | `MascotModel` JSON, `{ version: 1, stage, name, hatchProgress, happiness, xp, hatchedAt, lastPos: {x}, lastSeen }` | debounced write (~300ms, mirrors [`stores/windows.ts`](../../web/src/lib/stores/windows.ts) wmkit persist) + `beforeunload` flush; `version` field reserved for a future `migrate()`; multi-tab is last-writer-wins (accepted, documented, not solved) |
| [`Desktop.svelte`](../../web/src/lib/components/desktop-shell/Desktop.svelte) mount | owned | `<MascotLayer />`, 2-line insertion | see §3 |
No interface in this table is a write path to the Oikos API — consistent
with §1's boundary statement (MASC-11).
## 6. Extension Guide
**Stakeholders:** a future engineer adding one new animation, behavior,
menu action, or reaction — this is the Viewpoint 4's "why" made concrete
as a recipe rather than prose (mirrors [../mbse/framework.md §7](../mbse/framework.md)'s
Process Set treatment).
| To add a... | Touch only | Nothing else changes because |
|---|---|---|
| **Animation** | Add the name to the `AnimName` union in `types.ts`; add frames to `SPRITES[stage]` in `sprites.ts` | `resolveAnim()` and the renderer are generic over the registry |
| **Behavior** | Add the id to `BehaviorId`; add one `BehaviorDef` entry to `BEHAVIORS` in `behavior.ts` | `stepMascot()` and the weighted-random idle selector consume `BEHAVIORS` generically |
| **Radial menu action** | Add a `RadialAction` node to `MASCOT_ACTIONS` in `actions.ts` (or call `registerMascotAction()`), optionally nested under `children` | `RadialMenu.svelte` renders whatever tree it's given, including nesting depth |
| **Environment reaction** | Add a `ReactionDef` to `REACTIONS` in `stimuli.ts`; wire one `store subscription -> predicate -> emit(reaction)` block inside `attachStimuli()` | priority/cooldown/interrupt dispatch logic in `attachStimuli()` is generic over `REACTIONS` |
## 7. Verification View
**Stakeholders:** whoever implements this subsystem and needs to know
when it's actually done, not just compiled.
Manual browser checklist (no automated test harness planned for v1 — see
[plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md)
for the same list in implementation-order context):
- Egg renders grounded at the surface bottom, wiggles occasionally, survives
a reload at the same x (confirm `oikos-mascot` is debounced — no writes
fire from mere walking, only from discrete transitions).
- Dragging the egg up and releasing triggers a flutter-fall with no
tunneling below the taskbar; dragging past the surface edges clamps.
- Forcing hatch (debug menu action) transitions to chick, opens the name
dialog, and the name persists across reload.
- Chick wanders and flips sprite at surface edges, pecks, sleeps
autonomously; a plain click (no drag) triggers a pet/hop reaction.
- Right-clicking the chicken opens the radial menu centered on it, without
triggering the desktop's own right-click menu; a nested submenu (Feed)
opens correctly; Escape pops one level then closes; an outside click
closes it; the menu stays fully visible when the chicken is near a
screen edge or corner.
- With one or more windows open (including a maximized one), the chicken
visibly walks above them without breaking window drag/resize/close.
- Starting a chat and observing it stream triggers the `thinking` reaction
for the duration; a simulated knowledge-graph write triggers `eureka`
once per cooldown window; a simulated critical signal triggers `alarmed`
even while the chicken is asleep.
- Resizing the browser viewport re-grounds and re-clamps the chicken.
- Both the Terracotta and Carbon themes keep the pixel-art palette legible.
- `npm run build` passes with no new errors.

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# 2026-07-20 — Desktop mascot ("Cluck")
**Status:** Planned
## Why
The web control room is an OS-style desktop shell (icons, floating
windows, taskbar) but has no ambient, always-visible signal of what the
system is doing — you have to open a window to see a chat streaming, a
knowledge-graph write, or a critical signal land. The user asked for a
pixel-art chicken mascot that roams the desktop, is draggable and
interactable (Sims-style radial right-click menu with nested actions), and
is itself a tamagotchi (egg → chick → adult, nameable, persistent) that
visibly reacts to real app activity. This plan is scaffolding: every piece
(sprites, autonomous behaviors, menu actions, environment reactions) is a
data-driven registry so each can be extended independently later without
touching the engine code.
The MBSE subsystem model for this feature (Mission, Requirements,
Structural/Behavioral/Interfaces views, Verification) lives at
[docs/mascot/README.md](../docs/mascot/README.md) — read it first for the
full rationale and diagrams; this document is the concrete file-by-file
implementation plan derived from it.
**Design decisions already made with the user:**
- Renders **above windows** (desktop-pet style) — mascot layer `z-45`,
radial menu `z-[60]` (must beat the desktop's own right-click menu,
which is `z-50`).
- Art is **code-drawn pixel art** — string pixel-grids + a palette map in
TypeScript, rendered to a small canvas, no binary sprite assets.
- Movement is **gravity + ground** — walks along the desktop surface's
bottom edge (= the taskbar's top edge), flutter-falls when dropped
mid-air.
## Verified codebase facts this plan builds on
- `web/src/lib/components/desktop-shell/Desktop.svelte` — the surface div
(`relative min-h-0 flex-1 overflow-hidden`) hosts layered children: icon
layer `z-0`, `TaskLauncher` wrapper `z-10`, `WindowLayer` `z-40` — every
wrapper is `pointer-events-none` with interactive children re-enabling
`pointer-events-auto`. The desktop's own right-click menu is `fixed
z-50`, dismissed via `<svelte:window onclick={closeMenu}>` + Escape.
Bare-surface clicks are gated with `e.currentTarget === e.target`.
- Drag pattern to copy: `desktop-shell/DesktopIcon.svelte`
`pointerdown` + `el.setPointerCapture(e.pointerId)`, a 5px movement
threshold distinguishes a click from a drag, move/up listeners attached
to the element itself (not `window`), position blended via `$derived`
between rest and drag-in-progress values.
- Game loop convention: `GraphBackground.svelte` drives its canvas with
`setTimeout(() => draw(performance.now()), 33)` (~30fps), **not**
`requestAnimationFrame` — the code comment there explains some embedding
contexts report `document.hidden=true` and suspend rAF, which would
freeze the animation; `setTimeout` keeps ticking. Follow this for the
mascot loop, and clamp `dt` to 100ms so a throttled/backgrounded tab
doesn't produce a physics-breaking huge step on resume.
- Persistence convention: hyphenated `oikos-*` localStorage keys
(`oikos-desktop-icons`, `oikos-theme`, `oikos-windows`). Window layout
uses wmkit's `persist(wm, { key: 'oikos-windows', debounce: 300,
autoRestore: true })` — mirror the 300ms debounce for `oikos-mascot`;
never write on every animation frame, only on discrete state
transitions (behavior change, drag end, stage change, rename).
- Runes idiom for cross-component client state: a `.svelte.ts` module with
module-level `$state` plus exported getter/mutator functions —
`web/src/lib/stores/theme.svelte.ts` is the canonical example
(`let current: Theme = $state(initialTheme)`, `getTheme()`,
`setTheme()`, `toggleTheme()`).
- Awareness sources, all plain Svelte stores already in the codebase:
- `web/src/lib/stores/events.ts``liveEvents: Writable<OikosEvent[]>`
(newest-first, capped at 200), fed by a ref-counted SSE subscription
`subscribeEvents()`. `OikosEvent.type` families: `approval.*`,
`signal.*`, `execution.*`, `health.changed`; `severity: 'info' |
'warning' | 'critical'`.
- `web/src/lib/stores/chat.ts``streaming: Writable<boolean>`.
- `web/src/lib/stores/activity.ts``activityLog` is a **derived**
store recomputed wholesale from `messages`/`planSteps`/`currentTask`
on every emission, **not an append-only log** — detecting a "new"
entry (e.g. `type === 'knowledge'`) requires diffing entry `id`s
against the previous emission, not just reacting to the store firing.
- `web/src/lib/stores/context.ts` — `summary: Writable<DashboardSummary
| null>`, `openSignalCount(summary)`.
- No `@keyframes`, no `requestAnimationFrame`, no sprite/pixel-art code
exists anywhere in the repo today — this is greenfield within the
established canvas-loop convention above.
## File layout
All new, under `web/src/lib/mascot/`:
```
types.ts PixelGrid, AnimName, MascotStage, BehaviorId, Stimulus, RadialAction
palette.ts Record<char, cssColor>; '.' = transparent
sprites.ts SPRITES: Record<MascotStage, Partial<Record<AnimName, AnimDef>>> + resolveAnim() fallback
render.ts drawFrame(ctx, grid, palette, flip) — stateless canvas painter
state.svelte.ts Tamagotchi model: module $state + mutators, debounced persist, versioned schema
behavior.ts FSM: BEHAVIORS registry + stepMascot(rt, model, now, dt)
stimuli.ts Stimulus bus: REACTIONS registry + attachStimuli(emit), ref-counted
actions.ts MASCOT_ACTIONS radial tree + registerMascotAction()
Mascot.svelte canvas sprite, 30fps loop, pointer drag/click/contextmenu
MascotLayer.svelte pointer-events-none absolute inset-0 z-45 overlay; hosts Mascot + RadialMenu + bubble
RadialMenu.svelte round nested menu, fixed z-[60]
NameDialog.svelte naming prompt (hatch + rename)
```
**Integration — 2 lines in `Desktop.svelte`:** import `MascotLayer` and
render `<MascotLayer />` inside the surface `<div>`, after `<WindowLayer
/>`, so its `absolute inset-0` shares the surface's coordinate space and
its ground line lands exactly at the surface's bottom edge (the taskbar's
top edge).
## Sprite system (`types.ts`, `palette.ts`, `sprites.ts`, `render.ts`)
Frames are human-editable string pixel-grids indexing a palette, e.g.:
```ts
export type PixelGrid = string[] // rows of same-length strings, one char per pixel
export interface AnimDef { frames: PixelGrid[]; fps: number; loop: boolean }
export type AnimName =
| 'egg-idle' | 'egg-wiggle' | 'egg-crack' | 'hatch'
| 'idle' | 'blink' | 'walk' | 'peck' | 'flap' | 'sleep'
| 'dragged' | 'fall-flutter' | 'land'
| 'react-eureka' | 'react-alarm' | 'react-think' | 'react-happy'
```
- Grids: egg 12×12, chick 14×14, adult 16×16, all bottom-anchored inside a
fixed 20×20 logical canvas so feet land on the ground line consistently
across stages.
- `SPRITES: Record<MascotStage, Partial<Record<AnimName, AnimDef>>>` is
the registry; `resolveAnim(stage, name)` falls back to that stage's
`idle` and finally a 1-frame placeholder, so a missing animation never
crashes the renderer.
- Canvas is sized to the logical grid; screen scale is pure CSS (`width:
20*SCALE px; image-rendering: pixelated`), `ctx.imageSmoothingEnabled =
false` set once. Horizontal facing flip via `ctx.translate(w,0);
ctx.scale(-1,1)` — no mirrored frame data needed.
- Initial animation set (24 frames each): egg-idle/egg-wiggle/egg-crack/
hatch; idle/blink/walk/peck/flap/sleep; dragged/fall-flutter/land;
react-think/react-eureka/react-alarm/react-happy.
- Frame index = `floor((now - animStart) / 1000 * fps)`, wrapped if
`loop`.
## Behavior engine (`behavior.ts`)
```ts
export interface MascotRuntime {
x: number; y: number // sprite bottom-center, surface coords
vx: number; vy: number
facing: 1 | -1
behavior: BehaviorId // 'egg' | 'idle' | 'wander' | 'peck' | 'sleep' | 'dragged' | 'falling' | 'react'
behaviorUntil: number
anim: AnimName
animStart: number
reactAnim: AnimName | null
bounds: { w: number; h: number }
}
export interface BehaviorDef {
id: BehaviorId
anim: (rt: MascotRuntime, model: MascotModel) => AnimName
enter?: (rt: MascotRuntime) => void
tick: (rt: MascotRuntime, dt: number, now: number) => void
next: (rt: MascotRuntime, now: number) => BehaviorId | null
weight?: number // idle-selectable when > 0; undefined/0 = not auto-picked
minMs: number; maxMs: number
}
export const BEHAVIORS: Record<BehaviorId, BehaviorDef>
export function stepMascot(rt: MascotRuntime, model: MascotModel, now: number, dt: number): void
export function forceBehavior(rt: MascotRuntime, id: BehaviorId, opts?: { anim?: AnimName; durationMs?: number }): void
```
- **Ground/gravity**: `GROUND_Y = bounds.h`. When above ground and not
dragged, behavior is `falling`: `vy += GRAVITY * dt`, capped at a slow
flutter terminal velocity, anim `fall-flutter` with occasional `flap`;
on reaching ground, snap `y`, brief `land`, then `idle`.
- **Wander**: constant `vx = facing * ~40px/s`, flip `facing` at the
surface margins.
- **Idle selection**: when `now > behaviorUntil` and the current
behavior's `next()` returns null, roll a weighted random pick over
`BEHAVIORS` entries that declare `weight` — starting weights: idle 3,
wander 4, peck 2, sleep 1.
- **Non-self-selecting behaviors** (`dragged`, `falling`, `react`) have no
`weight` and are entered only via `forceBehavior()` — pointer code calls
it for `dragged`, gravity logic for `falling`, the stimulus bus for
`react`.
- **Egg stage**: `behavior` locked to `'egg'` (periodic `egg-wiggle`,
`egg-crack` as `hatchProgress` nears 1); dragging is still allowed (the
egg can be picked up and moved).
- Loop lives in `Mascot.svelte`: `setTimeout(() => tick(performance.now()),
33)` inside an `$effect`, cleared on teardown, `dt` clamped to 100ms.
## Tamagotchi model (`state.svelte.ts`)
```ts
export type MascotStage = 'egg' | 'chick' | 'adult'
export interface MascotModel {
version: 1
stage: MascotStage
name: string | null
hatchProgress: number // 0..1, egg stage only
happiness: number // 0..100, slow decay, boosted by pet/feed
xp: number // chick -> adult growth hook
hatchedAt: number | null
lastPos: { x: number } | null
lastSeen: number // for capped offline egg-incubation progress
}
export const HATCH_MS = 3 * 60_000 // active time to hatch (demo-friendly)
export const ADULT_XP = 200
export function grantXp(n: number): void
export function feed(): void
export function pet(): void
export function setName(name: string): void
export function tickLifecycle(dt: number): void // called ~1x/sec, not per frame
export function advanceStageIfReady(): void
```
- `load()` parses `localStorage['oikos-mascot']`, checks `version`, falls
back to `defaultModel()` on mismatch/corruption. `migrate(raw):
MascotModel` is a stub switch on `version` for future schema changes —
v1 has no migrations to perform, the stub just documents where they go.
- Every mutator calls a shared `schedulePersist()` — a 300ms trailing
debounce, plus a `beforeunload` flush so a quick reload doesn't lose a
rename. `lastPos.x` is written only on behavior transitions and
drag-end, never per frame.
- Multi-tab races (two tabs both writing `oikos-mascot`) are
last-writer-wins — accepted for this scaffolding, not solved; a future
pass could listen to the `storage` event if it becomes a real problem.
## Radial menu (`actions.ts`, `RadialMenu.svelte`)
```ts
export interface RadialAction {
id: string
label: string
icon?: Component // lucide, same convention as the desktop menu
visible?: (model: MascotModel) => boolean // e.g. Rename only once hatched
children?: RadialAction[]
action?: (ctx: MascotActionCtx) => void // leaf only
}
export const MASCOT_ACTIONS: RadialAction[]
export function registerMascotAction(a: RadialAction, parentId?: string): void
```
v1 tree: **Interact** [Pet, Feed → [Seeds, Worm]], **Care** [Sleep, Wake],
**Identity** [Rename], **Debug** [Force hatch/stage, Reset].
- Rendered by `MascotLayer.svelte` as `fixed`, positioned at the
chicken's screen center, **`z-[60]`** (must beat the desktop context
menu's `z-50`, comfortably above `WindowLayer`'s `z-40`).
- Layout: items on a circle (radius ≈ 70px) via polar `transform`s around
the menu's anchor point. Open animation: buttons start scale-0 at
center and transition to their polar position with `transform 120ms
cubic-bezier(.2,1.4,.4,1)`, staggered ~20ms per item — pure CSS, no
keyframes, reads as snappy/springy per the "snappy" requirement.
- **Nesting**: selecting a node with `children` swaps the ring's contents
to those children plus a center "back" button; track the breadcrumb as
a local `$state<RadialAction[][]>` stack.
- Dismissal mirrors the desktop menu's existing pattern:
`<svelte:window onclick={close}>`, Escape pops one level then closes on
the next press; the menu's own clicks `stopPropagation()`. Clamp the
ring's screen position so it never renders off-viewport (relevant near
screen edges/corners).
- Opened from `Mascot.svelte`'s `oncontextmenu`:
`e.preventDefault(); e.stopPropagation();` then tell `MascotLayer` to
open at the sprite's center (the surface's own `onSurfaceContextMenu`
already gates on `currentTarget === target`, so this is defensive, not
strictly required — but keep it for clarity).
## Stimulus / reaction system (`stimuli.ts`)
```ts
export interface ReactionDef {
id: string
anim: AnimName
priority: number
cooldownMs: number
durationMs: number
interruptsSleep?: boolean
effect?: () => void // e.g. grantXp(5) on eureka
}
export const REACTIONS: Record<string, ReactionDef>
export function attachStimuli(emit: (r: ReactionDef) => void): () => void // ref-counted, owns subscribeEvents()
```
Initial wiring:
| Source | Trigger | Reaction |
|---|---|---|
| `chat.ts` `streaming` | `false → true` edge, held while `true` | `thinking` (`react-think`, priority 1) |
| `activity.ts` `activityLog` | new entry with `type === 'knowledge'`, detected by diffing entry ids against the last-seen set (see note above — the store is recomputed wholesale) | `eureka` (`react-eureka`, priority 2, cooldown 10s, `effect: grantXp(5)`) |
| `events.ts` `liveEvents` | new head event (`id > lastSeen`) with `severity === 'critical'` or `type` starting `signal.` | `alarmed` (`react-alarm`, priority 3, cooldown 15s, `interruptsSleep: true`) |
| `events.ts` `liveEvents` | new head event, `type` starting `execution.`, success-ish | `happy` (`react-happy`, priority 1, cooldown 20s) |
- `attachStimuli` calls `subscribeEvents()` itself and folds its
unsubscribe into the returned teardown, so the mascot keeps the SSE
stream open (ref-counted alongside any page that also subscribes) only
while mounted.
- On first emission of `liveEvents`, just record the head event id — do
not replay history as reactions on mount.
- Dispatch: `emit(reaction)` checks the cooldown map and
`priority >= currentReactPriority` (or current behavior isn't
`dragged`), then calls `forceBehavior(rt, 'react', { anim,
durationMs })`. `dragged` always wins over any reaction; `sleep` is
broken only when `interruptsSleep` is true.
## Implementation order (sized for one PR each)
1. `types.ts`, `palette.ts`, `sprites.ts` (egg + chick idle/walk only),
`render.ts` — pure data/functions, no UI yet.
2. `state.svelte.ts` model + debounced persistence — verify by hand via
devtools console before wiring any UI.
3. `behavior.ts` FSM (egg/idle/wander/falling/dragged) + `Mascot.svelte` +
`MascotLayer.svelte`, insert into `Desktop.svelte`. **First visible
milestone** — an egg sits on the ground and can be dragged.
4. Hatch flow: `tickLifecycle` wired into the loop, egg→chick transition +
`NameDialog.svelte`, remaining animations, `peck`/`sleep` behaviors.
5. `actions.ts` + `RadialMenu.svelte` (nested rings, open animation,
dismissal).
6. `stimuli.ts` + the four reaction animations + the wiring table above.
7. Adult stage sprites + XP threshold; polish (speech/name bubble, a
squash frame on `land`).
8. A short "how to add an animation / behavior / action / reaction" doc
comment at the top of `sprites.ts`, `behavior.ts`, `actions.ts`, and
`stimuli.ts` respectively (this plan's registry tables above become
those comments, condensed).
## Verification checklist
Run `npm run dev` in `web/`, then in the browser:
- Egg renders on the ground at the surface bottom, wiggles occasionally,
and is at the same `x` after a reload (`oikos-mascot` in localStorage —
confirm it is *not* being written on every frame while merely idling or
walking, only on discrete transitions).
- Dragging the egg up and releasing triggers a flutter-fall back down with
no tunneling below the taskbar; dragging past the surface's left/right
edges clamps rather than escaping the viewport.
- The debug "force hatch" action transitions egg → chick, opens the name
dialog, and the chosen name persists across a reload.
- The chick wanders and flips its sprite at the surface edges, pecks, and
sleeps on its own; a plain click (below the 5px drag threshold) triggers
a pet/hop reaction and grants a little xp.
- Right-clicking the chicken opens the radial menu centered on it — and
right-clicking bare desktop elsewhere still opens the *original* desktop
menu, unaffected. The nested Feed submenu opens; Escape pops one level
then closes on the next press; clicking outside the menu closes it;
the menu stays fully on-screen when the chicken is near a corner.
- With a maximized window open, the chicken visibly walks above it; window
drag/resize/close still work normally when the chicken merely passes
under the cursor (not when it's directly over a button being clicked —
known, accepted overlap per the "renders above windows" decision).
- Sending a chat message and watching it stream triggers the `thinking`
animation for the duration; simulate (or trigger for real) a
knowledge-graph write and confirm `eureka` fires once and respects its
cooldown on a second write; simulate a critical signal and confirm
`alarmed` fires even while the chicken is asleep.
- Resizing the browser viewport re-grounds the chicken and keeps it
within the new bounds.
- Both the Terracotta and Carbon themes keep the pixel palette legible.
- `npm run build` passes with no new errors or warnings beyond the
pre-existing baseline.
## Risks
- Z-index ordering is easy to get subtly wrong: radial menu must be
`z-[60]` to beat the desktop context menu's `z-50`; the mascot layer
itself is `z-45` (above `WindowLayer`'s `z-40`, below both menus).
- The mascot rendering above windows means it can occlude/steal clicks on
window chrome directly beneath it — accepted per the "above windows"
decision; mitigate by keeping the pointer hitbox tight to the canvas
element only (no oversized invisible padding).
- `activityLog` is a derived store recomputed wholesale on every
emission, not an append-only log — any "new entry" detection must diff
entry ids between emissions, never assume the store only ever grows by
appending.
- `setTimeout`-driven loops can receive large `dt` spikes after tab
throttling/backgrounding resumes — clamp `dt` before feeding it into
physics or lifecycle ticking.

View File

@@ -18,6 +18,7 @@ went sideways, open an investigation.
| 2026-07-14 | [Activity timeline](2026-07-14-activity-timeline.md) | In Progress |
| 2026-07-17 | [Codebase review, lint audit, and documentation maintenance](2026-07-17-codebase-review-and-cleanup.md) | Report delivered — doc/tooling fixes applied; code refactors pending |
| 2026-07-18 | [Session review: three recent sessions](2026-07-18-session-review-three-sessions.md) | Implemented in v0.7.12 — P0.1/P0.2/P1.3/P1.4/P1.5/P1.6/P1.8/P2.10; P1.7 and P2.9 deferred (retry cap covers) |
| 2026-07-20 | [Desktop mascot ("Cluck")](2026-07-20-desktop-mascot.md) | Planned — not started |
## Done