* feat(kanban): add Kanban board with task-manager skill, modal UI, and desk clutter
Implement a full Kanban board system for tracking agent tasks:
- Add task-manager skill with shared JSON task store for persistence
- Render board as a floating modal over the live 3D office (not immersive)
- Auto-create tasks from actionable user messages with heuristic filtering
- Sync task status through OpenClaw agent lifecycle events
- Collapse task details panel by default, expand on card click
- Add dynamic desk clutter (papers, folders, etc.) reflecting active task count
- Exclude done tasks from desk clutter count
- Extract KANBAN_CLUTTER_OFFSET for easy positioning adjustment
- Add install flow with progress bar for the task-manager skill
- Include unit and e2e test coverage
Made-with: Cursor
* feat(kanban): production-harden task board with AI-free classification, resilient persistence, and modal UX
- Harden shared task store with atomic writes, payload size limits, and server-side enum validation
- Add client resilience: request timeouts (AbortController), exponential backoff retries, poll deduplication
- Implement optimistic UI with rollback on all card mutations (update, move, archive)
- Add modal accessibility: focus trap, Escape to close, aria-modal, keyboard card navigation
- Trust OpenClaw agent lifecycle phase=start as task classification signal instead of regex heuristics
- Keep regex heuristic only as lightweight filter for direct chat events (conversational noise)
- Expand verb recognition with typo tolerance and broader action vocabulary
- Create tasks from agent runs even when no chat event is received (external channel support)
- Merge dual header bars into single bar; reposition close button outside modal corner
- Exclude done tasks from desk clutter count; make clutter position configurable via KANBAN_CLUTTER_OFFSET
- Update default furniture layout to match user configuration
- Ensure kanban_board furniture persists in local storage across sessions
- Add comprehensive test coverage for store, API route, and controller logic
Made-with: Cursor
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Co-authored-by: iamlukethedev <lucas.guilherme@smartwayslfl.com>
- desk_cubicle now has blocksNavigation: true with navPadding: 0
(tight blocking, no inflation — aisles stay clear)
- buildNavGrid reads per-item navPadding from ITEM_METADATA
- getDeskLocations targets y-5 (chair position, above desk blocked zone)
- Agents route AROUND desks instead of through them
- Chair stays passable so agents can reach their sitting position
Fixes object passthrough for desks. Other large passable items
(doors, lamps) unchanged — they remain non-blocking by design.
Co-authored-by: Neo (subagent) <neo@openclaw.local>
Co-authored-by: Luke The Dev <252071647+iamlukethedev@users.noreply.github.com>
Add the office jukebox flow so Spotify can be controlled from the SOUNDCLAW skill, manual jukebox UI, and local browser auth bridge during development.
Made-with: Cursor
* fix(issue-4): add missing solid floor props to BLOCKING_TYPES
Audited all furniture types defined in furnitureDefaults.ts and
geometry.ts (ITEM_FOOTPRINT) against BLOCKING_TYPES in navigation.ts.
Added five previously missing solid floor props:
- water_cooler: freestanding floor appliance, agents pathfound through it
- server_terminal: floor-standing terminal in the server room
- dishwasher: floor appliance in the kitchen area
- easel: floor-standing art-room prop
- beanbag: floor seat large enough to obstruct walking paths
Also adds a unit test asserting every newly-added type is correctly
blocked in the nav grid, and that non-solid desk decorations (keyboard)
remain free.
* refactor(nav): replace hardcoded BLOCKING_TYPES with metadata-driven ITEM_METADATA
Previously, buildNavGrid() maintained a hardcoded BLOCKING_TYPES set in
navigation.ts. The issue #4 fix added the five missing solid props directly
to that set, but this approach is brittle — every new furniture type requires
a separate PR touching navigation.ts to stay correct.
This rework introduces ITEM_METADATA in geometry.ts (alongside the existing
ITEM_FOOTPRINT record) as the single source of truth for per-type navigation
properties:
export const ITEM_METADATA: Record<string, { blocksNavigation: boolean }>
Each item type explicitly declares blocksNavigation: true/false. The five
props fixed in issue #4 (water_cooler, server_terminal, dishwasher, easel,
beanbag) retain their blocking status. Unknown types default to false, so
future decorative items never accidentally block navigation.
Changes:
- geometry.ts: add ITEM_METADATA export (64 type entries)
- navigation.ts: remove BLOCKING_TYPES set; add itemBlocksNavigation() helper
that reads ITEM_METADATA[type]?.blocksNavigation ?? false; update buildNavGrid()
to call it
- tests/unit/navigation.navBlockers.test.ts: retain original 5 solid-prop tests;
add metadata-driven test suite covering: all blocking types from metadata,
all non-blocking types from metadata, runtime-added type with blocksNavigation:true,
and unknown-type safe fallback
All 10 tests pass; lint clean; only pre-existing TS2367 (issue #13) remains.
* test(navigation): add extended nav blocker tests (issue #4)
Additional tests for buildNavGrid and astar pathfinding:
- Adjacent blocking items create a continuous impassable wall
- Blocking item near grid edge/boundary causes no out-of-bounds errors
- Full pathfinding integration: astar routes AROUND a cabinet placed between
start and end (not just that cells are blocked)
- desk_cubicle explicitly does NOT block — confirmed via ITEM_METADATA
- door explicitly does NOT block — agents must walk through doors
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Co-authored-by: Neo (subagent) <neo@openclaw.local>