docs(@projects/@magic-civilization): 🔎 p3-26 B3 — improvement subsystem is FULLY absent headless (re-scoped)

Verified: improvement_yield_table never populated in apply_end_turn (yields no-op),
handle_build_improvement is a stub (no placement, improvement_id dropped), no GameState
improvement data. B3 is a full subsystem build (state+boot+FFI+handler+build-tick+yields),
not a build-tick tweak. Precise ecology-phase-shaped plan recorded.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Natalie 2026-06-26 19:28:47 -04:00
parent 00a349a388
commit 57725d0088

View file

@ -67,7 +67,18 @@ PvP/siege/lair combat, climate physics+weather+effects, 3 event categories.
**Backlog (live-only → migrate into `mc-turn`):**
- [x] **B1 Happiness + Golden Age** ✅ (7993ba7ca — happiness_phase.rs, wired post-economy-loop) — `mc-happiness` exists; tick per-turn (golden-age meter, anarchy).
- [x] **B2 Unit + city healing** ✅ (7993ba7ca — healing.rs, wired post-climate) — HP regen (in-territory / fortified / city heal).
- [ ] **B3 Improvements build tick**`_process_improvements` (build progress, not just yields).
- [ ] **B3 Improvements subsystem (FULLY ABSENT headless — verified 2026-06-26, not just the build-tick)**:
- `TurnProcessor::improvement_yield_table` is on the fresh-per-turn processor and is NEVER
populated by `apply_end_turn` (only set manually in unit tests) → `process_improvement_yields`
no-ops in real play.
- `handle_build_improvement` (action_handlers/mod.rs) is a stub: validates the unit, returns
Ok(()), places nothing. The action's `improvement_id` is dropped by the dispatcher.
- GameState holds no improvement data; improvement build_turns ARE in the JSON (farm.json etc.).
- **Plan (ecology-phase shape):** GameState += improvement yield+build_turns tables (#[serde skip]
boot) + `pending_improvements: Vec<{col,row,improvement_id,city_idx,turns_remaining}>`; apply_end_turn
loads the tables (or process_improvement_yields reads GameState); dispatch handles BuildImprovement
directly (unit tile → owning city via CityState.owned_tiles → push pending w/ build_turns); a
build-tick phase decrements + completes into city_improvements[ci]; FFI + harness boot. Full subsystem.
- [ ] **B4 Government/civics per-turn**`mc-civics`; (disabled in live too — stub).
- [ ] **B5 Loot decay**`mc-city` items; (disabled in live too).
- [ ] **B6 Equipment/crafting**`mc-city/recipes.rs`; add headless Craft action + tick (was gap 3).