docs(@projects/@magic-civilization): 📊 regenerate objectives dashboard — p3-18 done (290→291)
tools/objectives-report.py after marking p3-18 (water crossing) done. Keeps the dashboard fresh for verify step 2. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 18 additions and 8 deletions
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@ -17,8 +17,8 @@
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| **P0** | 44 | 0 | 0 | 0 | 0 | 0 | 44 |
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| **P1** | 88 | 0 | 0 | 0 | 0 | 1 | 89 |
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| **P2** | 130 | 0 | 0 | 0 | 0 | 1 | 131 |
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| **P3 (oos)** | 28 | 0 | 0 | 0 | 0 | 29 | 57 |
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| **total** | **290** | **0** | **0** | **0** | **0** | **31** | **321** |
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| **P3 (oos)** | 29 | 0 | 0 | 0 | 0 | 29 | 58 |
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| **total** | **291** | **0** | **0** | **0** | **0** | **31** | **322** |
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</td><td valign='top' style='padding-left:2em'>
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@ -1,13 +1,13 @@
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{
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"generated_at": "2026-06-25T04:53:08Z",
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"generated_at": "2026-06-25T11:28:51Z",
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"totals": {
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"missing": 0,
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"done": 290,
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"stub": 0,
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"oos": 31,
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"in_progress": 0,
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"done": 291,
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"stub": 0,
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"partial": 0,
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"total": 321
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"in_progress": 0,
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"missing": 0,
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"total": 322
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},
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"objectives": [
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{
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@ -3219,6 +3219,16 @@
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"owner": "warcouncil",
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"updated_at": "2026-06-25",
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"summary": "The AI never scouts or explores the map, which starves both target-acquisition\nand the war-declaration discovery gate. This objective adds a frontier-seeking\nmove for idle military / scout units so first contact and enemy-city discovery\nhappen reliably in AI-vs-AI play."
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},
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{
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"id": "p3-18",
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"title": "Water crossing — land-unit embarkation + naval transport",
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"priority": "p3",
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"status": "done",
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"scope": "game1",
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"owner": "warcouncil",
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"updated_at": "2026-06-25",
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"summary": "Land armies are permanently confined to their starting landmass: `mc-pathfinding`\ngates water purely by `UnitDomain` (`is_passable(\"ocean\", Land)` is hard-`false`),\nwith no tech override and no way to embark or be ferried. On maps where the two\ncapitals sit on separate landmasses (common — the start-balancer maximally\nseparates capitals on the 40×24 `duel` map, often ocean-separated), conquest by a\nland army is impossible. This is the Civ \"embarkation\" tech gap.\n\nThe scaffolding is **half-built** (existing tech debt): `mc_combat::siege::\nembarked_defence_penalty` (halves an embarked unit's defence — the Civ-V/VI\nvulnerability rule) and a `transport` keyword in `combat.json` (\"carry up to 2\nland units across water\", on `dwarf_fortress_ship`) both exist, but neither is\nwired into movement/pathfinding, so they are dead."
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}
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]
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}
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