Adds a new port district on the north-east coast with walkable quay, container yard, terminal, gantry cranes, and berths. Includes AI-driven port master (Capitão do Porto) and dock workers for ship dispatch, plus full frontend rendering of ships, boats, and trucks.
- Add two airports (north/south) with full geometry: runways, taxiways,
aprons, terminals, hangars, stands, and helipads; walkable airport
grounds extend beyond city bounds.
- Introduce ATC AI agent ("Torre de Controle City10") using AI_ATC_MODEL
to generate takeoff clearances; includes dispatch endpoint with
30-second cooldown and deterministic fallback on failure.
- Implement AI model fallback chain: preferred model → AI_FALLBACK_MODEL
before failing, applied in ChatController and PersonTalkController.
- Add luminous sign labels (letreiros) for plazas, beach, food, hospital,
school, city hall, and airports with day/night glow.
- Fix city presence cache: compute is_me per viewer instead of baking
into shared per-second cache to prevent cross-user flag leakage.
- Add tests: AirportTest, CityPresenceTest, SignLabelsTest, and
PersonTalkTest fallback model retry scenario.
Characters can now relax on the beach sand to recover energy and
health. The server clamps position to the shoreline, exposes beach
geometry in the city payload, and the client renders animated waves,
sand, stalls, chairs, and ambient NPCs.
Includes Beach support class, new beach action endpoint, localization
strings, and feature tests.
- Add database migrations for market_listings, missions and character cosmetics
- Create controllers for marketplace, missions, presence and character customization
- Implement admin world dashboard with live platform metrics
- Add feature tests for world functionality
- Include phase 2 design documents and gap analysis
- Player-to-player marketplace with listings, buying and selling
- Mission system with progress tracking and money rewards
- Character appearance customization (skin, hair, face, beard, accessory)
- Multiplayer presence feed showing nearby citizens in near-real-time
- Admin world dashboard with live platform metrics
- Bus and train transportation with temporary ride state
- Mobile joystick controls and minimap HUD
- Education bonus applied to work salary
- Adds CityPlazas support class for deterministic public plaza generation with outdoor gym equipment
- Implements exercise and stop-exercise actions with proximity validation to equipment
- Introduces health (0-100) and exercise_count attributes to Character model
- Reduces hospital stay duration from two game days to one game hour
- Adds 3D gym equipment rendering (bench, bars, bike, treadmill) in city viewer
- Includes exercise state machine handling in world ticker with energy drain
- Adds comprehensive PlazaExerciseTest and updates HospitalAdmissionTest
- Provides localized UI strings for health HUD and exercise prompts