diff --git a/.project/objectives/p3-18-water-crossing-embark-transport.md b/.project/objectives/p3-18-water-crossing-embark-transport.md index 436c8989..ad8405d9 100644 --- a/.project/objectives/p3-18-water-crossing-embark-transport.md +++ b/.project/objectives/p3-18-water-crossing-embark-transport.md @@ -102,8 +102,10 @@ two-tier Civ model on the existing tree (`public/resources/techs/naval.json`): `pathfinder.gd::_is_passable`/`find_path`/`find_path_with_fog` + their callers, or (Rail-1 preferred) route world_map movement through the Rust pathfinder. Also drop the vestigial embark inputs from `legal_actions_for`/`can_invoke` + GDScript - callers. *(Needs the build host: the bridge must expose `embark_level` to - GDScript + GUT/dylib verify; local cargo resolver panics on gdextension-api.)* + callers. *(Feasible locally — the gdext crate is `magic-civ-physics-gdext` and + `cargo check -p magic-civ-physics-gdext` is green in ~38s; the earlier "cargo + resolver panic" was a wrong `-p gdextension-api` (that name is a crates.io godot + dep, not our crate). Build the dylib via `build-gdext.sh`; GUT verifies.)* - [ ] **P6 — end-to-end.** A headless 1v1 (both sides driven) reaches a decisive `game_over` by crossing water to capture the enemy capital — the demo that motivated this objective.