diff --git a/.project/objectives/p3-26-complete-headless-simulator.md b/.project/objectives/p3-26-complete-headless-simulator.md index ae6692ac..b9e7973b 100644 --- a/.project/objectives/p3-26-complete-headless-simulator.md +++ b/.project/objectives/p3-26-complete-headless-simulator.md @@ -67,7 +67,7 @@ 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 subsystem (FULLY ABSENT headless — verified 2026-06-26, not just the build-tick)**: +- [x] **B3 Improvements subsystem — DONE 2026-06-26** ✅ (cf18e5768 state · ffe5fa0fb logic · 63362f9c4 FFI/harness). Full chain live: BuildImprovement → pending(build_turns) → build-tick → city_improvements → process_improvement_yields. Was fully absent; now state+logic+boot all wired+tested. Original finding below: - `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.