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A checkpoint becomes a list of events, each with skip_if, require, an action, expects, a learned pose and named recoveries that escalate from wait to re-anchor to stop. Interrupts are declared per checkpoint and say what they do to the pose and how the event resumes. run_checkpoint() skips events whose effect already shows, so a reload resumes by re-checking, and logs each event as "[Event] <checkpoint>/<n> <name>: start|done|skipped|failed: <why>". Observation and actuation are callables, so the tests run it against a scripted world. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Conflict in SourceFiles.cmake: kept both lists (StoryEvents, and the TileGrid/MapSet files nav/core now carries). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
The core now holds only Grid and the leg planner; the walker, TileGrid, MapSet and ScreenMachine moved to their users. StoryEvents stays. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
StoryEvents holds its observations and actions in MoveOnlyFunctions. nav/core no longer includes the copy of #72, so it comes along here, byte-identical to common/move-only-function, and goes when #72 merges. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
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Depends on #66 (base
nav/core). The diff also carries #72'sMoveOnlyFunctionfiles unchanged: the core no longer includes them, and StoryEvents holds its observations and actions inMoveOnlyFunctions; that copy goes when #72 merges.AutoStory checkpoints are long C++ functions of walks, presses and waits, and a checkpoint only notices drift or a missed talk when a later step fails. This adds the game-neutral runner from the event-model design (#78): a checkpoint is a list of events with skip_if, require, an action, expects, a learned pose and named recoveries (wait, then re-anchor, then stop), plus per-checkpoint interrupts.
run_checkpoint()skips events whose effect already shows, so a reload resumes by re-checking. It logs[Event] 00.04/3 talk_mom: start|done|skipped|failed: <why>lines for the lab watcher and reports which event failed. Observation and actuation areMoveOnlyFunctions, so the newPokemon::StoryEventsunit tests run it against a scripted world (skips, recovery escalation, interrupts mid-event, resuming after a reload); no game uses it yet.🤖 Generated with Claude Code
https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E