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[openworlds] Add capability badges and display-only states for unbacked screens #133

Description

@100yenadmin

Summary

Add visible capability labels to OpenWorlds screens so prototype affordances do
not masquerade as backed product features.

Capability Labels

Every OpenWorlds screen should show one of:

  • Wired: backed by viewer/native bridge and usable.
  • Read-only: backed by real data but no mutation path.
  • Display-only: prototype UI retained for roadmap/fidelity, not backed.
  • Provider required: requires Claude/Codex/OpenClaw session.
  • Unavailable: dependency or native bridge missing.

Current Map

  • Wired/partial: Chronicles, Table, Combat, Atlas.
  • Native bridge needed: Settings, Providers, Logs, Start Game, Stop, diagnostics.
  • Display-only now: Relations, Inventory, Forge, Merchant, Acts, Bestiary,
    Character, Create, Seed, advanced Settings, Dialogue choices.

Architecture

  • Capability labels are presentation metadata.
  • They must not change engine state or enable actions.
  • Screens with disabled actions should show why they are disabled.
  • Labels should be tasteful and in-family with OpenWorlds visual design.

Acceptance Criteria

  • Each screen communicates whether it is wired, read-only, display-only, provider
    required, or unavailable.
  • Action controls that are not backed are disabled or clearly non-executable.
  • Table/combat/atlas preserve /move as the only action write lane.
  • No story/content changes.

Validation

python3 -m unittest viewer.tests.test_openworlds_static -q
python3 -m py_compile viewer/server.py
git diff --check

Original-Agent Handoff

Inspect first:

  • viewer/openworlds/app.jsx
  • viewer/openworlds/chrome.jsx
  • viewer/openworlds/screen-launcher.jsx
  • viewer/openworlds/screen-settings.jsx

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