docs(@projects/@magic-civilization): ⚒️ p3-26 B6a DONE — resource refinement live; B6b (equipment+combat) remaining

B6a (mc_city::recipes wired: refine raw→processed into strategic_ledger each turn) complete +
verified. B6b (unit equipment + combat reads gear + loot decay) is the combat-spanning
remainder, inert without combat integration.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Natalie 2026-06-26 20:52:48 -04:00
parent 5edd20ced6
commit 95e289891e

View file

@ -81,7 +81,9 @@ PvP/siege/lair combat, climate physics+weather+effects, 3 event categories.
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 (scoped 2026-06-26 — largest remaining subsystem, spans combat)**`mc-items` HAS item logic (EquippedItem, charges, drop_all_loot, process_loot_decay) but UNWIRED; `mc-city/recipes.rs` HAS resource refinement (Recipe consumes/produces, tick_recipe(&mut ResourceStockpile), QualityTier) but UNWIRED. Bench has NO ResourceStockpile (not on City/Player) and MapUnit carries NO `equipped` items; no Craft/Equip action; combat doesn't read gear. **5-step interlocking plan:** (1) CityState += ResourceStockpile fed by deposit/economy; (2) RecipeRegistry boot + recipe-tick phase → QualityTier products; (3) MapUnit += equipped + Craft/Equip actions; (4) mc-combat reads equipped (charges/bonuses); (5) wire process_loot_decay (closes B5). No clean sub-slice — pieces interlock across mc-state/city/items/combat/player-api.
- [~] **B6 Equipment/crafting — B6a DONE, B6b remaining**
- [x] **B6a resource-refinement** ✅ (178a3d5b8 + 7001d68f7): mc_city::recipes wired into the turn — recipe_phase loads strategic_ledger → ResourceStockpile, tick_recipes (consume raw → produce refined) over the player's buildings, writes back; recipes_json boot + FFI + harness. Real economic transform.
- [ ] **B6b equipment+combat+loot** (combat-spanning, inert without combat reading gear) — `mc-items` HAS item logic (EquippedItem, charges, drop_all_loot, process_loot_decay) but UNWIRED; `mc-city/recipes.rs` HAS resource refinement (Recipe consumes/produces, tick_recipe(&mut ResourceStockpile), QualityTier) but UNWIRED. Bench has NO ResourceStockpile (not on City/Player) and MapUnit carries NO `equipped` items; no Craft/Equip action; combat doesn't read gear. **5-step interlocking plan:** (1) CityState += ResourceStockpile fed by deposit/economy; (2) RecipeRegistry boot + recipe-tick phase → QualityTier products; (3) MapUnit += equipped + Craft/Equip actions; (4) mc-combat reads equipped (charges/bonuses); (5) wire process_loot_decay (closes B5). No clean sub-slice — pieces interlock across mc-state/city/items/combat/player-api.
- [ ] **B7 Per-building queues** — dual-city-model unification (was gap 4).
- [~] **B8 event categories — 7/12 live** ✅ wildfire/drought/volcanic/seismic/impact/tsunami (a18e1394b) + plague terrain-blight (4be44db3a). Remaining: solar/glacial (need solar_forcing/glacial_forcing physics consumption); pandemic+marine fauna-side + the fauna disease mechanism itself (see [[p3-27-biosphere-headless]]); magical→G3.
- [ ] **Biosphere cluster → see [[p3-27 ...]]** (ecology population + flora succession + marine).