feat(objectives): ✨ update ai integration & status tracking
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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# Objectives — Dashboard
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> **Generated by `@lilith/mcp-objectives` — do not hand-edit.** Source of truth is per-file YAML frontmatter in this directory. Completed: [DASHBOARD_COMPLETED.md](DASHBOARD_COMPLETED.md) · By category: [DASHBOARD_CATEGORIES.md](DASHBOARD_CATEGORIES.md).
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> **Generated by `tools/objectives-report.py` — do not hand-edit.** Source of truth is per-file YAML frontmatter in this directory.
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## Legend
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🔵 in-progress · 🟡 partial · 🔴 stub · ❌ missing · ⚫ out-of-scope · ✅ done · ♻️ superseded
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✅ done · 🔵 in-progress · 🟡 partial · 🔴 stub · ❌ missing · ⚫ out-of-scope (Game 2 / Game 3)
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## Totals
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@ -12,13 +12,13 @@
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**By Priority**
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| Priority | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | ✅ | Total |
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| Priority | ✅ | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | Total |
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|---|---|---|---|---|---|---|---|
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| **P0** | 0 | 0 | 0 | 0 | 0 | 43 | 43 |
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| **P1** | 1 | 12 | 3 | 7 | 1 | 48 | 72 |
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| **P2** | 0 | 9 | 14 | 0 | 6 | 55 | 84 |
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| **P3 (oos)** | 0 | 0 | 18 | 1 | 21 | 3 | 43 |
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| **total** | **1** | **21** | **35** | **8** | **28** | **149** | **242** |
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| **P0** | 43 | 0 | 0 | 0 | 0 | 0 | 43 |
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| **P1** | 48 | 1 | 12 | 3 | 7 | 1 | 72 |
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| **P2** | 54 | 0 | 9 | 14 | 0 | 6 | 83 |
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| **P3 (oos)** | 3 | 0 | 0 | 18 | 1 | 21 | 43 |
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| **total** | **148** | **1** | **21** | **35** | **8** | **28** | **241** |
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</td><td valign='top' style='padding-left:2em'>
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|---|---|
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| [unassigned](../team-leads/unassigned.md) | 30 |
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| [asset-sprite](../team-leads/asset-sprite.md) | 6 |
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| [shipwright](../team-leads/shipwright.md) | 5 |
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| [warcouncil](../team-leads/warcouncil.md) | 5 |
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| [shipwright](../team-leads/shipwright.md) | 5 |
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| [simulator-infra](../team-leads/simulator-infra.md) | 3 |
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| [combat-dev](../team-leads/combat-dev.md) | 2 |
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| [asset-audio](../team-leads/asset-audio.md) | 1 |
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@ -37,112 +37,253 @@
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</td></tr></table>
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## 🔵 In Progress
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## P0 — Blockers for "completely playable"
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> Actively claimed by a team lead. Grouped by owner.
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### [asset-audio](../team-leads/asset-audio.md)
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| ID | Priority | Title | Updated | Blocked |
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| ID | Status | Title | Owner | Updated |
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|---|---|---|---|---|
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| [p2-16](p2-16-audio-assets.md) | P1 | Audio assets — in-theme OSS launch pack + source ledger | 2026-05-03 | 🟢 unblocked |
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| [p0-01](p0-01-mcts-wiring.md) | ✅ done | Wire MCTS into gameplay AI | [warcouncil](../team-leads/warcouncil.md) | 2026-04-26 |
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| [p0-02](p0-02-clan-personalities.md) | ✅ done | Five AI clan personalities drive distinct playstyles | [warcouncil](../team-leads/warcouncil.md) | 2026-04-26 |
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| [p0-03](p0-03-pvp-in-turn.md) | ✅ done | PvP combat resolved inside the authoritative turn processor | — | 2026-04-17 |
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| [p0-04](p0-04-wonder-tracking.md) | ✅ done | World wonder tracking in PlayerState and score victory | — | 2026-04-17 |
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| [p0-05](p0-05-culture-and-borders.md) | ✅ done | Culture generation and border expansion | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-06](p0-06-economy-integration.md) | ✅ done | Fold gold income / upkeep / improvement yields into turn loop | — | 2026-04-17 |
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| [p0-07](p0-07-tech-research-costs.md) | ✅ done | Tech research costs and science pool pacing | — | 2026-04-17 |
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| [p0-08](p0-08-domination-victory.md) | ✅ done | Domination victory path in mc-turn::victory | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-09](p0-09-ui-completeness.md) | ✅ done | City-screen UI completeness (citizen assign, queue controls, promotion picker) | — | 2026-04-16 |
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| [p0-10](p0-10-completion-stability.md) | ✅ done | Game-completion stability — ≥7/10 seeds declare a winner | — | 2026-04-17 |
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| [p0-11](p0-11-mystery-item-authoring.md) | ✅ done | Author the four T8–T10 mystery item drops | — | 2026-04-16 |
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| [p0-12](p0-12-save-load-autosave.md) | ✅ done | Save / load + autosave on quit | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-13](p0-13-fog-of-war-exploration.md) | ✅ done | Fog of war and exploration / scout loop | — | 2026-04-17 |
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| [p0-14](p0-14-map-generation-balanced-starts.md) | ✅ done | Map generation, resource placement, and balanced fair starts | [shipwright](../team-leads/shipwright.md) | 2026-04-16 |
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| [p0-15](p0-15-happiness-golden-age.md) | ✅ done | Happiness pool and Golden Age mechanics end-to-end | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-16](p0-16-worker-improvement-loop.md) | ✅ done | Worker / tile-improvement build loop | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-17](p0-17-wild-creature-lair-loop.md) | ✅ done | Wild creature and lair clearing loop | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-18](p0-18-strategic-resource-gate.md) | ✅ done | Strategic resources gate unit production (empire ledger) | — | 2026-04-17 |
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| [p0-19](p0-19-biome-economy-integration.md) | ✅ done | Biome-driven collectibles → tile yields → happiness end-to-end | — | 2026-04-16 |
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| [p0-21](p0-21-audio-system-capability.md) | ✅ done | Audio system capability — manifest + autoload + EventBus wiring | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-22](p0-22-ultimate-ai-stress-test.md) | ✅ done | "Ultimate AI stress test — 5 clans, huge map, deep lookahead" | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
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| [p0-23](p0-23-sprite-rendering-capability.md) | ✅ done | Sprite rendering capability — replace procedural draw_* with texture rendering | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-24](p0-24-difficulty-calibrated-ai-progression.md) | ✅ done | Difficulty-calibrated AI progression — Easy / Normal / Hard tier-peak distributions | [warcouncil](../team-leads/warcouncil.md) | 2026-04-19 |
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| [p0-25](p0-25-game-quality-metrics-instrumentation.md) | ✅ done | Game-quality metrics instrumentation — tier_peak, peak_unit_tier, wonder_count | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-26](p0-26-ai-tactical-rust-port.md) | ✅ done | Port tactical AI from GDScript to mc-ai (Rail-1 compliance) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-27](p0-27-gd-culture-bridge.md) | ✅ done | GdCulture bridge — live game delegates culture to mc-culture | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-28](p0-28-gd-economy-bridge.md) | ✅ done | GdEconomy bridge — live game delegates gold/upkeep to mc-economy | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-29](p0-29-gd-tech-bridge.md) | ✅ done | GdTechWeb bridge — live game delegates research to mc-tech | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-30](p0-30-ecology-double-tick-fix.md) | ✅ done | Remove duplicate GDScript ecology tick (single Rust source) | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-31](p0-31-climate-rust-path-restore.md) | ✅ done | Restore Rust ecology path — fix ClimateScript bugs + re-enable per-turn tick | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-32](p0-32-weather-climate-effects-restore.md) | ✅ done | Restore WeatherScript + ClimateEffectsScript — per-turn weather and climate-effects | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-33](p0-33-world-map-input-and-panel-wiring.md) | ✅ done | World-map input wiring — unit selection panel, city click, ESC/F10 menu, panel close | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p0-34](p0-34-freepeople-tribe-founding.md) | ✅ done | Freepeople tribe-founding cinematic — turn -1 / 0 / 1 start sequence and Dwarf Tribe founder unit | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-37](p0-37-personality-emergent-tactical-thresholds.md) | ✅ done | Personality-emergent tactical thresholds (lift 7 hardcoded constants into axis-derived functions) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-38](p0-38-mcts-personality-priors.md) | ✅ done | Inject personality-utility scores as MCTS UCB1 priors | [warcouncil](../team-leads/warcouncil.md) | 2026-04-24 |
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| [p0-39](p0-39-ai-tier-progression-unit-selection.md) | ✅ done | AI tier-progression unit selection — production.rs picks tier-2+ units once tech unlocks | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-40](p0-40-iron-ore-resource-density.md) | ✅ done | Iron-ore strategic resource density — unblock tier 3-6 unit chain | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-41](p0-41.md) | ✅ done | Building rally points — produced units auto-deploy to a designated hex | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-41a](p0-41a-rally-smoke.md) | ✅ done | Rally-point smoke — produced unit gets PatrolOrder toward rally hex | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-42](p0-42.md) | ✅ done | Formation aggregation — adjacent units link into a shaped formation with terrain reflow | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-42a](p0-42a-formation-smoke.md) | ✅ done | Formation aggregation smoke — formations form and evolve at runtime | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-43](p0-43.md) | ✅ done | "Formation AI — MCTS plans at formation level, not per-unit" | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
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| [p0-44](p0-44-movement-mode-ux.md) | ✅ done | Movement mode UX — Move button, path preview, right-click confirm, fog-aware pathing | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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## P1 — Ship-readiness
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| ID | Status | Title | Tags | Owner | Updated | Blocked |
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|---|---|---|---|---|---|---|
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| [p0-20](p0-20-gpu-mcts-rollouts.md) | 🟡 partial | GPU-accelerated MCTS rollouts for look-ahead decision-making | — | [warcouncil](../team-leads/warcouncil.md) | 2026-05-04 | 🟢 unblocked |
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| [p1-05](p1-05-balance-tuning.md) | 🟡 partial | Balance tuning — pop_peak ≥30 median, worker improvements ≥8 min | — | [shipwright](../team-leads/shipwright.md) | 2026-05-01 | 🟢 unblocked |
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| [p1-22](p1-22-mcts-wall-clock-budget.md) | 🟡 partial | MCTS per-decision wall-clock budget — bound per-turn cost on huge maps | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 | 🟢 unblocked |
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| [p1-27](p1-27-mcts-service-extraction.md) | 🟡 partial | Extract GPU MCTS into a standalone service/client (model-boss-shaped, magic-civ-only) | — | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-29](p1-29.md) | 🟡 partial | Anti-early-domination: lift game-balance gates that p0-01 v1 measured | balance, pacing | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-38](p1-38-biome-economy-coupling.md) | 🟡 partial | Biome → economy coupling — population & luxury driven by live ecology | — | [shipwright](../team-leads/shipwright.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-39](p1-39.md) | 🟡 partial | Port per-yield difficulty multipliers from GDScript into Rust crates (Rail-1) — research + culture | rust-source-of-truth, rail-1 | [warcouncil](../team-leads/warcouncil.md) | 2026-05-01 | 🟢 unblocked |
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| [p1-43](p1-43-building-stacking-upgrade.md) | 🟡 partial | Building stacking — per-category upgrade chains (military / science / culture / production / etc.) | — | — | 2026-05-03 | 🟢 unblocked |
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| [p1-55](p1-55-tech-culture-domain-propagation.md) | 🟡 partial | Tech & Culture domain field — propagate categorization through Rust, Godot UI, and player analysis | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 | 🟢 unblocked |
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| [p1-56](p1-56-civics-buildings-and-great-works.md) | 🟡 partial | Civics buildings, Great Works, Specialists, Great People — wire authored data into Rust + Godot | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 | 🟢 unblocked |
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| [p1-58](p1-58-ecology-cognitive-system.md) | 🟡 partial | Ecology cognition: terrain affinity, food web, grudge memory, apex tier-10 fauna/flora | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 | 🟢 unblocked |
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| [p2-22](p2-22-sprite-generation-pipeline.md) | 🟡 partial | Sprite generation pipeline — runnable end-to-end | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-25 | 🟢 unblocked |
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| [p1-29a](p1-29a-last-stand-defense.md) | 🔴 stub | Last-stand defense — combat-strength multiplier when defender is at last city | balance, combat, pacing | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-30b](p1-30b-parallel-mcts-rollouts.md) | 🔴 stub | Parallel MCTS rollouts for huge-map decisive games (closes p1-22's huge-map sub-gate) | perf, mcts, tactical-ai | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-57](p1-57-diplomacy-tribute-treaties.md) | 🔴 stub | Diplomacy: tribute, treaty lifecycle, magical-terrain episode gating | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-42](p1-42-ai-full-building-catalog.md) | ❌ missing | AI must consider the full 155-building catalog, not the hardcoded 8-id ladder | — | — | 2026-04-29 | 🟢 unblocked |
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| [p1-44](p1-44-buildings-as-producers.md) | ❌ missing | Buildings produce units, not the city center — per-building production queues | — | — | 2026-04-29 | 🟢 unblocked |
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| [p2-23](p2-23-unit-sprites-dwarf-roster.md) | ❌ missing | Unit sprites — Dwarf-racial roster (m/f variants) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-24](p2-24-unit-sprites-wild-creatures.md) | ❌ missing | Unit sprites — wild creatures & fauna (generic, no race/sex) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-25](p2-25-building-sprites-base-coverage.md) | ❌ missing | Building sprites — base game coverage (non-wonder) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-26](p2-26-mundane-wonder-sprites.md) | ❌ missing | Mundane-wonder sprites — 24 distinct, higher-fidelity art | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| [p2-27](p2-27-city-population-tier-sprites.md) | ❌ missing | City population-tier sprites — city_q1 through city_q5 | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
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| ID | Status | Title | Owner | Updated |
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| [p0-20](p0-20-gpu-mcts-rollouts.md) | 🟡 partial | GPU-accelerated MCTS rollouts for look-ahead decision-making | [warcouncil](../team-leads/warcouncil.md) | 2026-05-04 |
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| [p0-35](p0-35-ecology-telemetry-instrumentation.md) | ✅ done | Ecology telemetry instrumentation — flora canopy / undergrowth fields in turn_stats.jsonl | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-36](p0-36-weather-event-telemetry.md) | ✅ done | Weather / climate-effects event telemetry — events.jsonl + turn_stats aggregates | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p1-01](p1-01-diplomacy-lite.md) | ✅ done | Diplomacy-lite — peace/war toggle plus one trade action | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-02](p1-02-strategic-resource-yields.md) | ✅ done | Strategic resource yields feed into production bonuses | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-03](p1-03-tutorial-overlay.md) | ✅ done | First-run tutorial / onboarding overlay | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-05](p1-05-balance-tuning.md) | 🟡 partial | Balance tuning — pop_peak ≥30 median, worker improvements ≥8 min | [shipwright](../team-leads/shipwright.md) | 2026-05-01 |
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| [p1-06](p1-06-options-polish.md) | ✅ done | Options screen polish | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-07](p1-07-chronicle-coverage.md) | ✅ done | Chronicle notifications coverage | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-08](p1-08-victory-screen-content.md) | ✅ done | Victory/defeat screen content — recap, banner, replay seed | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-09](p1-09-determinism-gate.md) | ✅ done | Determinism gate — same seed produces byte-identical runs | [testwright](../team-leads/testwright.md) | 2026-04-19 |
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| [p1-10](p1-10-game-setup-ux.md) | ✅ done | Game setup UX — new-game dialog, difficulty, clan preview | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-11](p1-11-build-output-src-purge.md) | ✅ done | Purge build output from src/ — wasm-pack moves to .local/build/wasm/ | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-12](p1-12-build-output-docs-alignment.md) | ✅ done | Align every doc reference to the relocated wasm-pack output | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-13](p1-13-guide-dev-route-coverage.md) | ✅ done | Guide dev server boots on plum with zero-error route coverage | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-15](p1-15-guide-next-deploy-infra.md) | ✅ done | Deploy dev guide to https://mc.next.black.local | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-16](p1-16-guide-game1-scope-hygiene.md) | ✅ done | Purge Game 2/3 scope bleed from user-visible Game 1 guide copy | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
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| [p1-17](p1-17-guide-next-auto-deploy.md) | ✅ done | Forgejo workflow auto-deploys dev guide on push to main | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
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| [p1-18](p1-18-village-discovery-feedback.md) | ✅ done | Village discovery — world-map feedback (notification, reward popup, minimap ping) | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-19](p1-19-tutorial-opt-in.md) | ✅ done | Tutorial opt-in — HUD button, disappears after turn 5, starts from Step 1 | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
|
||||
| [p1-20](p1-20-unit-action-capability-registry.md) | ✅ done | Unit action capability registry — one source of truth for "what can this unit do right now?" | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
|
||||
| [p1-21](p1-21-unit-patrol-orders.md) | ✅ done | Unit patrol orders — standing order to loop between waypoint tiles | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
|
||||
| [p1-22](p1-22-mcts-wall-clock-budget.md) | 🟡 partial | MCTS per-decision wall-clock budget — bound per-turn cost on huge maps | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
|
||||
| [p1-23](p1-23-stats-tracker-restore.md) | ✅ done | Restore StatsTracker — demographics overview broken in shipped builds | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-24](p1-24-windows-path-separator.md) | ✅ done | ai_personalities.json fails to load from packed builds (all platforms) — pass JSON contents not path | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-25](p1-25-export-script-error-cleanup.md) | ✅ done | Eliminate parse-error spam in export logs (Unit dup decl + SaveManager stray) | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-26](p1-26-tile-placement-preview-ux.md) | ✅ done | "Tile-placement UX with effect preview — Civ7-style \\\"where does this go and what changes\\\"" | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
|
||||
| [p1-27](p1-27-mcts-service-extraction.md) | 🟡 partial | Extract GPU MCTS into a standalone service/client (model-boss-shaped, magic-civ-only) | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 |
|
||||
| [p1-28](p1-28-culture-research-tree.md) | ✅ done | "Culture research tree — real graph, bridge, UI" | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
|
||||
| [p1-29](p1-29.md) | 🟡 partial | "Anti-early-domination: lift game-balance gates that p0-01 v1 measured" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p1-29a](p1-29a-last-stand-defense.md) | 🔴 stub | "Last-stand defense — combat-strength multiplier when defender is at last city" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p1-30](p1-30.md) | ✅ done | "Optimize `_build_tactical_state` — 8000-tile GDScript dict-build per AI turn blocks p1-22 huge-map gate" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-04 |
|
||||
| [p1-30b](p1-30b-parallel-mcts-rollouts.md) | 🔴 stub | "Parallel MCTS rollouts for huge-map decisive games (closes p1-22's huge-map sub-gate)" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 |
|
||||
| [p1-31](p1-31-split-bundled-building-resources.md) | ✅ done | Split bundled `resources/buildings/<category>.json` into per-file pattern matching `resources/units/` | — | 2026-04-27 |
|
||||
| [p1-32](p1-32-food-chain-buildings.md) | ✅ done | Author the two missing food/processing buildings (sawmill, herbalist) | — | 2026-05-03 |
|
||||
| [p1-33](p1-33-naval-aerial-production-buildings.md) | ✅ done | Wire naval/aerial unit gates to the harbor and airfield buildings | — | 2026-05-03 |
|
||||
| [p1-34](p1-34-unit-metadata-expansion.md) | ✅ done | "Unit metadata expansion — flavor, archetype, promotion_tree, clan_affinity fields" | [shipwright](../team-leads/shipwright.md) | 2026-04-27 |
|
||||
| [p1-35](p1-35-unit-lore-paragraphs.md) | ✅ done | "Per-unit lore paragraphs — historical/cultural context for the dwarven roster" | [shipwright](../team-leads/shipwright.md) | 2026-04-27 |
|
||||
| [p1-36](p1-36-ai-personalities-t1-t10-coverage.md) | ✅ done | "AI personalities — T1–T10 build order coverage + clan_affinity routing" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 |
|
||||
| [p1-37](p1-37-mc-ai-clan-affinity-routing.md) | ✅ done | "mc-ai clan_affinity routing — Rust AI reads unit clan_affinity at build-decision time" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-01 |
|
||||
| [p1-38](p1-38-biome-economy-coupling.md) | 🟡 partial | Biome → economy coupling — population & luxury driven by live ecology | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p1-39](p1-39.md) | 🟡 partial | Port per-yield difficulty multipliers from GDScript into Rust crates (Rail-1) — research + culture | [warcouncil](../team-leads/warcouncil.md) | 2026-05-01 |
|
||||
| [p1-40](p1-40-single-source-of-truth-resources.md) | ✅ done | Collapse data/<category>/ override layer into single source of truth at resources/ | — | 2026-04-29 |
|
||||
| [p1-41](p1-41-game-pack-subscription-manifest.md) | ✅ done | Game-pack subscription manifest + loader filter (Phase B of resources/ unification) | — | 2026-04-29 |
|
||||
| [p1-42](p1-42-ai-full-building-catalog.md) | ❌ missing | AI must consider the full 155-building catalog, not the hardcoded 8-id ladder | — | 2026-04-29 |
|
||||
| [p1-43](p1-43-building-stacking-upgrade.md) | 🟡 partial | Building stacking — per-category upgrade chains (military / science / culture / production / etc.) | — | 2026-05-03 |
|
||||
| [p1-44](p1-44-buildings-as-producers.md) | ❌ missing | Buildings produce units, not the city center — per-building production queues | — | 2026-04-29 |
|
||||
| [p1-45](p1-45-batch-binary-freshness.md) | ✅ done | "Batch binary freshness: rebuild GDExt before every autoplay batch" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-03 |
|
||||
| [p1-46](p1-46-design-lab-terrain-dimensions.md) | ✅ done | Terrain Dimensions Lab — fix ridginess, bind 149 flora species, add Whittaker plot | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-47](p1-47-river-hydrology-network.md) | ✅ done | River hydrology — D6 flow analysis, hydraulic erosion, multi-hex lakes, cross-tile rivers | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-48](p1-48-flora-species-renderer.md) | ✅ done | Flora species renderer — bind 149 species to world-map tile rendering (single source of truth) | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-49](p1-49-fauna-species-renderer.md) | ✅ done | Fauna species renderer — 61 Game-1 species visible on encounter and lair tiles | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-50](p1-50-tectonic-prepass.md) | ✅ done | Tectonic prepass — voronoi plates + boundary classification seeding elevation | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-51](p1-51-worldgen-canonical-design-docs.md) | ✅ done | Worldgen canonical design docs — author the spec before any Rust | [terraformer](../team-leads/terraformer.md) | 2026-04-30 |
|
||||
| [p1-52](p1-52-api-wasm-build-fix.md) | ✅ done | api-wasm build fix — unblock WASM bundle for design-lab WASM consumption | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-53](p1-53-worldgen-layer-pages.md) | ✅ done | "Worldgen layer pages — one playground per canonical doc, mirroring the layered Earth model" | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-54](p1-54-hex-direction-rust-ts-mapping.md) | ✅ done | Hex direction-index translation — Rust pointy-top axial vs design-app flat-top canvas | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-55](p1-55-tech-culture-domain-propagation.md) | 🟡 partial | "Tech & Culture domain field — propagate categorization through Rust, Godot UI, and player analysis" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 |
|
||||
| [p1-56](p1-56-civics-buildings-and-great-works.md) | 🟡 partial | "Civics buildings, Great Works, Specialists, Great People — wire authored data into Rust + Godot" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 |
|
||||
| [p1-57](p1-57-diplomacy-tribute-treaties.md) | 🔴 stub | "Diplomacy: tribute, treaty lifecycle, magical-terrain episode gating" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p1-58](p1-58-ecology-cognitive-system.md) | 🟡 partial | "Ecology cognition: terrain affinity, food web, grudge memory, apex tier-10 fauna/flora" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 |
|
||||
| [p2-06](p2-06-export-pipeline.md) | ✅ done | Export pipeline for Windows / macOS / Linux | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-16](p2-16-audio-assets.md) | 🔵 in_progress | Audio assets — in-theme OSS launch pack + source ledger | [asset-audio](../team-leads/asset-audio.md) | 2026-05-03 |
|
||||
| [p2-22](p2-22-sprite-generation-pipeline.md) | 🟡 partial | Sprite generation pipeline — runnable end-to-end | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-25 |
|
||||
| [p2-23](p2-23-unit-sprites-dwarf-roster.md) | ❌ missing | Unit sprites — Dwarf-racial roster (m/f variants) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
| [p2-24](p2-24-unit-sprites-wild-creatures.md) | ❌ missing | Unit sprites — wild creatures & fauna (generic, no race/sex) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
| [p2-25](p2-25-building-sprites-base-coverage.md) | ❌ missing | Building sprites — base game coverage (non-wonder) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
| [p2-26](p2-26-mundane-wonder-sprites.md) | ❌ missing | Mundane-wonder sprites — 24 distinct, higher-fidelity art | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
| [p2-27](p2-27-city-population-tier-sprites.md) | ❌ missing | City population-tier sprites — city_q1 through city_q5 | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
| [p2-28](p2-28-sprite-provenance-ledger.md) | ✅ done | Sprite provenance ledger — LICENSES.md per-file attribution | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-25 |
|
||||
| [p2-33](p2-33-sound-system-extension.md) | ✅ done | "Sound system extension — categorical fallback, variant pools, per-entity routing" | [asset-audio](../team-leads/asset-audio.md) | 2026-04-27 |
|
||||
|
||||
## P2 — Polish
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [p2-10](p2-10-regression-ci-gate.md) | 🟡 partial | Automated regression CI gate on every push to main | — | [testwright](../team-leads/testwright.md) | 2026-04-23 | 🟢 unblocked |
|
||||
| [p2-11a](p2-11a.md) | 🟡 partial | SaveManager: add Unit.serialize/deserialize and City.production_queue serialize path | — | — | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-18](p2-18-guide-public-deployment.md) | 🟡 partial | Guide web app — public hosting + deploy pipeline | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [p2-43](p2-43-culture-research-completion-event.md) | 🟡 partial | Culture research live-game pipeline — per-turn GDExt bridge + `culture_researched` emit | — | — | 2026-05-04 | 🟢 unblocked |
|
||||
| [p2-44](p2-44-ai-promotion-selection.md) | 🟡 partial | AI promotion selection — auto-pick + emit unit_promoted for AI units | — | — | 2026-05-04 | 🟢 unblocked |
|
||||
| [p2-46](p2-46-past-games-archive-replay-viewer.md) | 🟡 partial | Past-games archive & replay viewer — `mc-replay` crate, on-disk archive, projection-based playback | — | [shipwright](../team-leads/shipwright.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-47](p2-47-in-game-statistics-screens.md) | 🟡 partial | In-game statistics screens — Civ-style 5-tab modal (Demographics / Graphs / Rankings / Replay / Histories) | — | [shipwright](../team-leads/shipwright.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-48](p2-48-end-of-game-summary-screen.md) | 🟡 partial | End-of-game summary screen — outcome banner, standings, score graph, awards, timeline, footer actions | — | [shipwright](../team-leads/shipwright.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-55](p2-55-civilian-capture-system.md) | 🟡 partial | Civilian Capture / Destroy / Ransom | — | — | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-55d](p2-55d-ai-ransom-decision-hook.md) | 🔴 stub | AI ransom accept/refuse hook in mc-turn start-of-turn | — | — | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-55e](p2-55e-richer-ransom-events.md) | 🔴 stub | UnitRansomAccepted / UnitRansomExpired events on TurnResult | — | — | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-56](p2-56-worker-categories-and-expertise-tiers.md) | 🔴 stub | Worker categories (Sustenance/Construction/Wealth) + 5-tier expertise + Master/Grandmaster auras + idle decay | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-56b](p2-56b-expertise-tier-progression.md) | 🔴 stub | Expertise tier progression — 5-tier specialist XP ladder | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-57](p2-57-production-chain-typed-resources.md) | 🔴 stub | Production-chain typed resources — raw → processed pipelines wired into mc-city | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-57a](p2-57a-typed-resource-stockpile.md) | 🔴 stub | Typed resource stockpile — raw vs processed taxonomy | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-58](p2-58-ambient-encounter-rolls.md) | 🔴 stub | Ambient encounter rolls per tile moved — fauna_density × ecology_tier | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-60](p2-60-weather-lens-godot-ui.md) | 🔴 stub | Weather / observation lens switcher in the Godot HUD | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-61](p2-61-observation-recording-gates-from-tech.md) | 🔴 stub | Bind mc-observation gate_bits to player tech state — recording gates per-field | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-62](p2-62-procedural-unit-and-building-renderer.md) | 🔴 stub | Procedural unit/building renderer — alpha-only visual substitute | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [p2-63](p2-63-mc-flora-biome-substrate-migration.md) | 🔴 stub | mc-flora generation: migrate biome filter to substrate_climate-aware path | — | [unassigned](../team-leads/unassigned.md) | 2026-05-04 | 🟢 unblocked |
|
||||
| [p2-56c](p2-56c-master-grandmaster-auras.md) | 🔴 stub | Master / Grandmaster auras — adjacent-slot yield propagation | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🔒 p2-56b |
|
||||
| [p2-57b](p2-57b-consume-produce-edges.md) | 🔴 stub | Building consume/produce edges — stockpile coupled to unit quality | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🔒 p2-57a |
|
||||
| [p2-59](p2-59-pioneer-escort-mechanic.md) | 🔴 stub | Pioneer escort mechanic — protection rules vs ambient encounters | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🔒 p2-58 |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [p2-01](p2-01-minimap-improvements.md) | ✅ done | Minimap — fog reflection and unit markers | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-02](p2-02-hud-tooltips.md) | ✅ done | Tooltips on all HUD elements | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-03](p2-03-hotkey-cheat-sheet.md) | ✅ done | Hotkey cheat sheet (F1 / ?) | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-04](p2-04-localization-audit.md) | ✅ done | Localization audit — no hardcoded strings | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-05](p2-05-turn-latency.md) | ✅ done | Sub-second single-player turn latency | — | 2026-04-23 |
|
||||
| [p2-06b](p2-06b-windows-runner.md) | ✅ done | Cross-compile Windows .exe + .dll from Linux via cargo-xwin (no Windows host) | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-07](p2-07-credits-screen.md) | ✅ done | Credits screen accessible from main menu | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-08](p2-08-accessibility.md) | ✅ done | Accessibility baseline — colorblind palette + keyboard navigation | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-09](p2-09-guide-web-deploy.md) | ✅ done | Player guide web app — builds clean from source | — | 2026-04-17 |
|
||||
| [p2-10](p2-10-regression-ci-gate.md) | 🟡 partial | Automated regression CI gate on every push to main | [testwright](../team-leads/testwright.md) | 2026-04-23 |
|
||||
| [p2-10a](p2-10a-gdlint-ungate.md) | ✅ done | "CI: gdlint stage un-gated" | [testwright](../team-leads/testwright.md) | 2026-04-25 |
|
||||
| [p2-10b](p2-10b-gut-ungate.md) | ✅ done | "CI: headless GUT stage un-gated" | [testwright](../team-leads/testwright.md) | 2026-04-26 |
|
||||
| [p2-10c](p2-10c-diplomacy-luxury-ids.md) | ✅ done | "Diplomacy: implement _collect_unique_luxury_ids() in happiness.gd" | — | 2026-04-26 |
|
||||
| [p2-10d](p2-10d-legacy-unit-json.md) | ✅ done | "Data: strip legacy flags/can_found_city/can_build_improvements from unit JSON" | — | 2026-04-26 |
|
||||
| [p2-10e](p2-10e-data-integrity.md) | ✅ done | "Data: resolve duplicate IDs and dangling unlock refs in game data" | — | 2026-04-26 |
|
||||
| [p2-10f](p2-10f-save-manager-typed-arrays.md) | ✅ done | "SaveManager: fix typed array property assignment on Player/Unit deserialization" | — | 2026-04-26 |
|
||||
| [p2-10g](p2-10g-city-bridge-production-cost.md) | ✅ done | "CityBridge: add production_cost field to items JSON fixture" | — | 2026-04-26 |
|
||||
| [p2-10h](p2-10h-sprite-renderer-build-key.md) | ✅ done | "UnitRenderer: implement _build_sprite_key() helper and fix cache key test" | — | 2026-04-26 |
|
||||
| [p2-10i](p2-10i-tile-tooltip-scene.md) | ✅ done | "TileTooltip: fix scene node name mismatches and collectibles text formatting" | — | 2026-04-26 |
|
||||
| [p2-10j](p2-10j-fog-vision-scout-move.md) | ✅ done | "FogOfWar: fix recalculate_vision to not re-reveal already-seen tiles on move" | — | 2026-04-26 |
|
||||
| [p2-11](p2-11-version-about-screen.md) | ✅ done | Version string + About screen | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-11a](p2-11a.md) | 🟡 partial | "SaveManager: add Unit.serialize/deserialize and City.production_queue serialize path" | — | 2026-05-03 |
|
||||
| [p2-12](p2-12-apricot-weston-install.md) | ✅ done | Install weston on apricot RUN host — unblock display-server smoke tests | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-18](p2-18-guide-public-deployment.md) | 🟡 partial | Guide web app — public hosting + deploy pipeline | — | 2026-04-17 |
|
||||
| [p2-19](p2-19-guide-progress-report-page.md) | ✅ done | Guide progress report page — dynamic dashboard + missing assets | — | 2026-04-17 |
|
||||
| [p2-20](p2-20-guide-sim-cache-pnpm-resolve.md) | ✅ done | Fix simCachePlugin pre-warm worker — tsx can't resolve @magic-civ/physics-rs through pnpm symlink | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
|
||||
| [p2-21](p2-21-guide-simcache-static-bake.md) | ✅ done | Bake pre-computed sim-cache frames into the static build | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-29](p2-29-guide-welcome-homepage-theme-alignment.md) | ✅ done | Welcome modal + HomePage lore + guide theme align to the player's chosen race/gender | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-30](p2-30-guide-shared-primitives.md) | ✅ done | Consolidate duplicate page styled-components into shared PagePrimitives | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-31](p2-31-guide-url-bound-state.md) | ✅ done | Migrate guide filter + tab state from useState to URL search params | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-32](p2-32-guide-data-driven-enums.md) | ✅ done | Replace hardcoded page enums with JSON data reads | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-35](p2-35-palace-evolution-system.md) | ✅ done | Palace evolution system — longhouse → great_hall → citadel → grand_citadel + function-shedding | — | 2026-05-04 |
|
||||
| [p2-36](p2-36-data-resources-building-duplicates.md) | ✅ done | Reconcile the 14 building IDs defined in both `resources/buildings/` and `data/buildings/` | — | 2026-04-29 |
|
||||
| [p2-37](p2-37-react-calculator-metadata-surface.md) | ✅ done | "React calculator UI — surface flavor, lore, clan_affinity, archetype filter" | [tourguide](../team-leads/tourguide.md) | 2026-04-27 |
|
||||
| [p2-38](p2-38-unit-audio-cues-stubs.md) | ✅ done | "Unit audio_cues stub strings — selection/move/attack lines for the dwarven roster" | [asset-audio](../team-leads/asset-audio.md) | 2026-04-27 |
|
||||
| [p2-39](p2-39-chronicle-hall-phantom-unlock.md) | ✅ done | Resolve `chronicle_hall` phantom unlock in `chronicle_keeping` culture tech | — | 2026-04-27 |
|
||||
| [p2-43](p2-43-culture-research-completion-event.md) | 🟡 partial | "Culture research live-game pipeline — per-turn GDExt bridge + `culture_researched` emit" | — | 2026-05-04 |
|
||||
| [p2-44](p2-44-ai-promotion-selection.md) | 🟡 partial | AI promotion selection — auto-pick + emit unit_promoted for AI units | — | 2026-05-04 |
|
||||
| [p2-45](p2-45-elimination-reconciliation.md) | ✅ done | "Player elimination reconciliation — emit `player_eliminated` on every transition" | — | 2026-04-30 |
|
||||
| [p2-46](p2-46-past-games-archive-replay-viewer.md) | 🟡 partial | Past-games archive & replay viewer — `mc-replay` crate, on-disk archive, projection-based playback | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-47](p2-47-in-game-statistics-screens.md) | 🟡 partial | In-game statistics screens — Civ-style 5-tab modal (Demographics / Graphs / Rankings / Replay / Histories) | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-48](p2-48-end-of-game-summary-screen.md) | 🟡 partial | End-of-game summary screen — outcome banner, standings, score graph, awards, timeline, footer actions | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-49](p2-49-climate-axes-latitude-continentality.md) | ✅ done | Climate axes refactor — latitude + continentality + zonal winds as first-class per-hex inputs | [terraformer](../team-leads/terraformer.md) | 2026-04-30 |
|
||||
| [p2-50](p2-50-rng-determinism-pin.md) | ✅ done | Deterministic RNG + seed-derivation pin across mc-mapgen / mc-climate / mc-ecology | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-51](p2-51-world-shape-knobs.md) | ✅ done | Player-facing world-shape parameters on new-game screen | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-52](p2-52-substrate-flora-cover-ontology-split.md) | ✅ done | Split terrain enum into substrate × flora-cover layers (resolve biome ontology) | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-53](p2-53-action-vocabulary-design-game-gap.md) | ✅ done | Action vocabulary — gap analysis between design page and shipped Rust/Godot game | [wireguard](../team-leads/wireguard.md) | 2026-05-03 |
|
||||
| [p2-53a](p2-53a-sentry-guard-action-kind.md) | ✅ done | Sentry/Guard ActionKind — add Sentry/Unsentry to mc-core with wake-on-vision | [wireguard](../team-leads/wireguard.md) | 2026-05-01 |
|
||||
| [p2-53b](p2-53b-building-action-registry.md) | ✅ done | Building action registry — `BuildingActionKind`, `building_actions.json`, `GdBuildingActions` bridge | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-01 |
|
||||
| [p2-53c](p2-53c-rally-vocabulary-expansion.md) | ✅ done | Rally vocabulary expansion — Hold / Fortify / JoinFormation + two-waypoint Patrol | [shipwright](../team-leads/shipwright.md) | 2026-05-01 |
|
||||
| [p2-53d](p2-53d-building-specifics.md) | ✅ done | Building specifics — Garrison, Repair, Toggle Active + 18 archetype-specific actions | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-53e](p2-53e-siege-pillage-embark.md) | ✅ done | Siege handlers (Pack/Deploy/Bombard) + Pillage UI wiring + Embark/Disembark handlers | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53f](p2-53f-infantry-specifics.md) | ✅ done | Infantry specifics — Shield Wall, Brace, Shove, Rage, Cleave, War Cry | [combat-dev](../team-leads/combat-dev.md) | 2026-05-01 |
|
||||
| [p2-53g](p2-53g-ranged-specifics.md) | ✅ done | Ranged specifics — Volley, Aimed Shot, Fire Arrows | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53h](p2-53h-cavalry-specifics.md) | ✅ done | Cavalry specifics — Charge, Pursue, Wheel | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53i](p2-53i-engineer-pioneer-medic-scout.md) | ✅ done | Support specifics — Engineer, Pioneer, Medic, Scout | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-54](p2-54-resource-visibility-three-axis.md) | ✅ done | Resource visibility — three-axis (visibility/yield_gate/improvement_gate) refactor | [terraformer](../team-leads/terraformer.md) | 2026-05-02 |
|
||||
| [p2-54a](p2-54a-deposits-three-axis-migration.md) | ✅ done | Migrate deposits/*.json to three-axis visibility schema | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54b](p2-54b-player-observation-cache.md) | ✅ done | Per-player tile observation cache — flora/fauna last-observed state | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54c](p2-54c-renderer-observations-and-indicators.md) | ✅ done | Renderer reads observations + indicator decorations for tech-gated resources | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54d](p2-54d-ai-tech-priority-from-visibility.md) | ✅ done | AI tech-priority bias from visible-but-gated luxuries + indicator decorations | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-55](p2-55-civilian-capture-system.md) | 🟡 partial | "Civilian Capture / Destroy / Ransom" | — | 2026-05-03 |
|
||||
| [p2-55d](p2-55d-ai-ransom-decision-hook.md) | 🔴 stub | "AI ransom accept/refuse hook in mc-turn start-of-turn" | — | 2026-05-03 |
|
||||
| [p2-55e](p2-55e-richer-ransom-events.md) | 🔴 stub | "UnitRansomAccepted / UnitRansomExpired events on TurnResult" | — | 2026-05-03 |
|
||||
| [p2-56](p2-56-worker-categories-and-expertise-tiers.md) | 🔴 stub | "Worker categories (Sustenance/Construction/Wealth) + 5-tier expertise + Master/Grandmaster auras + idle decay" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-56a](p2-56a-worker-category-types.md) | ✅ done | Worker category types — Sustenance / Construction / Wealth taxonomy | [unassigned](../team-leads/unassigned.md) | 2026-05-04 |
|
||||
| [p2-56b](p2-56b-expertise-tier-progression.md) | 🔴 stub | "Expertise tier progression — 5-tier specialist XP ladder" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-56c](p2-56c-master-grandmaster-auras.md) | 🔴 stub | "Master / Grandmaster auras — adjacent-slot yield propagation" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-57](p2-57-production-chain-typed-resources.md) | 🔴 stub | "Production-chain typed resources — raw → processed pipelines wired into mc-city" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-57a](p2-57a-typed-resource-stockpile.md) | 🔴 stub | "Typed resource stockpile — raw vs processed taxonomy" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-57b](p2-57b-consume-produce-edges.md) | 🔴 stub | "Building consume/produce edges — stockpile coupled to unit quality" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-58](p2-58-ambient-encounter-rolls.md) | 🔴 stub | "Ambient encounter rolls per tile moved — fauna_density × ecology_tier" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-59](p2-59-pioneer-escort-mechanic.md) | 🔴 stub | "Pioneer escort mechanic — protection rules vs ambient encounters" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-60](p2-60-weather-lens-godot-ui.md) | 🔴 stub | "Weather / observation lens switcher in the Godot HUD" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-61](p2-61-observation-recording-gates-from-tech.md) | 🔴 stub | "Bind mc-observation gate_bits to player tech state — recording gates per-field" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-62](p2-62-procedural-unit-and-building-renderer.md) | 🔴 stub | "Procedural unit/building renderer — alpha-only visual substitute" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [p2-63](p2-63-mc-flora-biome-substrate-migration.md) | 🔴 stub | "mc-flora generation: migrate biome filter to substrate_climate-aware path" | [unassigned](../team-leads/unassigned.md) | 2026-05-04 |
|
||||
|
||||
## Out of Scope
|
||||
## Out of Scope (Game 2 / Game 3)
|
||||
|
||||
> These objectives are explicitly deferred. They are tracked for visibility but not blocking the current release.
|
||||
> These objectives are explicitly future-scope. **Game 2 (Age of Kzzykt)** items introduce leylines, the Green school, and spacefaring. **Game 3 (Age of Elves)** items cover the full five-school magic system, Archons, and Arcane Ascension. None are part of the Game 1 Early Access release.
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [p1-14](p1-14-guide-magic-school-scope-drift.md) | ⚫ oos | Gate Game 2/3/4 magic-school content behind EpisodeGate (future-game scope) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-05](g2-05-tectonics-lithology-oos.md) | ⚫ oos | Tectonics + lithology axes for procedural map generation (Game 2) | — | — | 2026-04-30 | 🟢 unblocked |
|
||||
| [g2-06](g2-06-soil-derivation-oos.md) | ⚫ oos | Soil derivation layer — emergent soil order from rock + climate + slope (Game 2) | — | — | 2026-04-30 | 🟢 unblocked |
|
||||
| [g2-07](g2-07-flora-lifecycle-transitions-oos.md) | ⚫ oos | Flora lifecycle transitions — climate-driven succession over turns (Game 2) | — | — | 2026-05-01 | 🟢 unblocked |
|
||||
| [g2-08](g2-08-fauna-population-dynamics-oos.md) | ⚫ oos | Fauna population dynamics — habitat_min, carrying_capacity, prey availability (Game 2) | — | — | 2026-05-01 | 🟢 unblocked |
|
||||
| [g2-09](g2-09-flora-tolerance-driven-selection-oos.md) | ⚫ oos | Flora tolerance-driven selection — drought / fire / cold tolerances feed selector (Game 2) | — | — | 2026-05-01 | 🟢 unblocked |
|
||||
| [g2-10](g2-10-fauna-migration-paths-oos.md) | ⚫ oos | Fauna migration paths — seasonal range shifts, reintroduction propagation (Game 2) | — | — | 2026-05-01 | 🟢 unblocked |
|
||||
| [g2-01](g2-01-leylines-oos.md) | ⚫ oos | Ley lines — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-02](g2-02-additional-races-oos.md) | ⚫ oos | Kzzykt playable race — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-03](g2-03-green-school-oos.md) | ⚫ oos | Kzzykt Green school of magic — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-04](g2-04-multi-gpu-batch-simulate-oos.md) | ⚫ oos | Multi-GPU sharding for batch_simulate_gpu — out-of-scope (Game 2) | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-11](g2-11-vertical-city-floor-stack-oos.md) | ⚫ oos | Vertical city floor stack (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🔒 g2-12 |
|
||||
| [g2-12](g2-12-underground-layer-stack-oos.md) | ⚫ oos | Underground layer stack (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-05-03 | 🟢 unblocked |
|
||||
| [g3-01](g3-01-archons-oos.md) | ⚫ oos | Archons — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-02](g3-02-life-school-oos.md) | ⚫ oos | Life school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-03](g3-03-death-school-oos.md) | ⚫ oos | Death school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-04](g3-04-chaos-school-oos.md) | ⚫ oos | Chaos school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-05](g3-05-aether-school-oos.md) | ⚫ oos | Aether school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-06](g3-06-arcane-ascension-oos.md) | ⚫ oos | Arcane Ascension victory — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-01](g4-01-terran-race-oos.md) | ⚫ oos | Terran (Human) playable species — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-02](g4-02-psionics-oos.md) | ⚫ oos | Psionics ability system — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-03](g4-03-religious-victory-oos.md) | ⚫ oos | Religious victory condition — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-01](g5-01-phantasma-oos.md) | ⚫ oos | Phantasma playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-02](g5-02-flugel-oos.md) | ⚫ oos | Flügel playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-03](g5-03-gith-oos.md) | ⚫ oos | Gith playable species (Githyanki + Githzerai) — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-04](g5-04-demonia-oos.md) | ⚫ oos | Demonia playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g6-01](g6-01-naval-combat-oos.md) | ⚫ oos | Naval combat — out-of-scope (post-v10) | — | — | 2026-04-26 | 🟢 unblocked |
|
||||
| [g6-02](g6-02-caravan-trade-routes-oos.md) | ⚫ oos | Caravan trade routes — out-of-scope (post-v10) | — | — | 2026-04-26 | 🟢 unblocked |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [p1-14](p1-14-guide-magic-school-scope-drift.md) | ⚫ oos | Gate Game 2/3/4 magic-school content behind EpisodeGate (future-game scope) | — | 2026-04-17 |
|
||||
| [g2-05](g2-05-tectonics-lithology-oos.md) | ⚫ oos | Tectonics + lithology axes for procedural map generation (Game 2) | — | 2026-04-30 |
|
||||
| [g2-06](g2-06-soil-derivation-oos.md) | ⚫ oos | Soil derivation layer — emergent soil order from rock + climate + slope (Game 2) | — | 2026-04-30 |
|
||||
| [g2-07](g2-07-flora-lifecycle-transitions-oos.md) | ⚫ oos | Flora lifecycle transitions — climate-driven succession over turns (Game 2) | — | 2026-05-01 |
|
||||
| [g2-08](g2-08-fauna-population-dynamics-oos.md) | ⚫ oos | Fauna population dynamics — habitat_min, carrying_capacity, prey availability (Game 2) | — | 2026-05-01 |
|
||||
| [g2-09](g2-09-flora-tolerance-driven-selection-oos.md) | ⚫ oos | Flora tolerance-driven selection — drought / fire / cold tolerances feed selector (Game 2) | — | 2026-05-01 |
|
||||
| [g2-10](g2-10-fauna-migration-paths-oos.md) | ⚫ oos | Fauna migration paths — seasonal range shifts, reintroduction propagation (Game 2) | — | 2026-05-01 |
|
||||
| [g2-01](g2-01-leylines-oos.md) | ⚫ oos | Ley lines — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-02](g2-02-additional-races-oos.md) | ⚫ oos | Kzzykt playable race — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-03](g2-03-green-school-oos.md) | ⚫ oos | Kzzykt Green school of magic — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-04](g2-04-multi-gpu-batch-simulate-oos.md) | ⚫ oos | Multi-GPU sharding for batch_simulate_gpu — out-of-scope (Game 2) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-17 |
|
||||
| [g2-11](g2-11-vertical-city-floor-stack-oos.md) | ⚫ oos | "Vertical city floor stack (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [g2-12](g2-12-underground-layer-stack-oos.md) | ⚫ oos | "Underground layer stack (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-05-03 |
|
||||
| [g3-01](g3-01-archons-oos.md) | ⚫ oos | Archons — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-02](g3-02-life-school-oos.md) | ⚫ oos | Life school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-03](g3-03-death-school-oos.md) | ⚫ oos | Death school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-04](g3-04-chaos-school-oos.md) | ⚫ oos | Chaos school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-05](g3-05-aether-school-oos.md) | ⚫ oos | Aether school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-06](g3-06-arcane-ascension-oos.md) | ⚫ oos | Arcane Ascension victory — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g4-01](g4-01-terran-race-oos.md) | ⚫ oos | Terran (Human) playable species — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g4-02](g4-02-psionics-oos.md) | ⚫ oos | Psionics ability system — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g4-03](g4-03-religious-victory-oos.md) | ⚫ oos | Religious victory condition — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g5-01](g5-01-phantasma-oos.md) | ⚫ oos | Phantasma playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-02](g5-02-flugel-oos.md) | ⚫ oos | Flügel playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-03](g5-03-gith-oos.md) | ⚫ oos | Gith playable species (Githyanki + Githzerai) — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-04](g5-04-demonia-oos.md) | ⚫ oos | Demonia playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g6-01](g6-01-naval-combat-oos.md) | ⚫ oos | Naval combat — out-of-scope (post-v10) | — | 2026-04-26 |
|
||||
| [g6-02](g6-02-caravan-trade-routes-oos.md) | ⚫ oos | Caravan trade routes — out-of-scope (post-v10) | — | 2026-04-26 |
|
||||
|
||||
## Superseded
|
||||
|
||||
> These objectives were split into narrower children. Files are retained as index stubs so external references do not 404.
|
||||
> These objectives were split into narrower children. Files are retained as index stubs so external references don't 404. The `superseded_by:` frontmatter field names the replacement IDs.
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [p1-27d](p1-27d-additive-value-estimate.md) | ♻️ superseded | Add `value_estimate_abstract` GdMcTreeController method — non-lossy MCTS service caller | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 | 🟢 unblocked |
|
||||
| [p2-17](p2-17-sprite-assets.md) | ♻️ superseded | Sprite assets — superseded index (split into p2-22 … p2-28) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [p1-27d](p1-27d-additive-value-estimate.md) | ♻️ superseded | Add `value_estimate_abstract` GdMcTreeController method — non-lossy MCTS service caller | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
|
||||
| [p2-17](p2-17-sprite-assets.md) | ♻️ superseded | Sprite assets — superseded index (split into p2-22 … p2-28) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
|
||||
|
|
|
|||
|
|
@ -2,9 +2,9 @@
|
|||
id: p1-42
|
||||
title: AI must consider the full 155-building catalog, not the hardcoded 8-id ladder
|
||||
priority: p1
|
||||
status: missing
|
||||
status: partial
|
||||
scope: game1
|
||||
updated_at: 2026-04-29
|
||||
updated_at: 2026-05-04
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
|
|
|||
|
|
@ -1,12 +1,12 @@
|
|||
{
|
||||
"generated_at": "2026-05-04T06:43:57Z",
|
||||
"generated_at": "2026-05-04T06:49:48Z",
|
||||
"totals": {
|
||||
"stub": 36,
|
||||
"missing": 8,
|
||||
"partial": 21,
|
||||
"oos": 28,
|
||||
"done": 147,
|
||||
"in_progress": 1,
|
||||
"stub": 35,
|
||||
"done": 148,
|
||||
"oos": 28,
|
||||
"partial": 21,
|
||||
"total": 241
|
||||
},
|
||||
"objectives": [
|
||||
|
|
@ -1872,12 +1872,12 @@
|
|||
},
|
||||
{
|
||||
"id": "p2-56a",
|
||||
"title": "\"Worker category types — Sustenance / Construction / Wealth taxonomy\"",
|
||||
"title": "Worker category types — Sustenance / Construction / Wealth taxonomy",
|
||||
"priority": "p2",
|
||||
"status": "stub",
|
||||
"status": "done",
|
||||
"scope": "game1",
|
||||
"owner": "unassigned",
|
||||
"updated_at": "2026-05-03",
|
||||
"updated_at": "2026-05-04",
|
||||
"summary": ""
|
||||
},
|
||||
{
|
||||
|
|
|
|||
|
|
@ -96,6 +96,7 @@ static func build_tactical_state(focal: RefCounted) -> Dictionary:
|
|||
"turn": int(GameState.turn_number),
|
||||
"players": players,
|
||||
"unit_catalog": build_unit_catalog(),
|
||||
"building_catalog": build_building_catalog(),
|
||||
"difficulty_threshold_mult": load_difficulty_threshold_mult(),
|
||||
}
|
||||
|
||||
|
|
@ -185,6 +186,94 @@ static func build_unit_catalog() -> Array:
|
|||
return out
|
||||
|
||||
|
||||
## p1-42: build the catalog of producible buildings consumed by
|
||||
## `mc_ai::tactical::production::pick_building_from_catalog`. Mirrors the
|
||||
## `build_unit_catalog` pattern — flattens DataLoader's `buildings` dict
|
||||
## into a `Vec<TacticalBuildingSpec>`-shaped Array. Empty entries / index
|
||||
## files are skipped. Effect aggregation walks the `effects[]` array,
|
||||
## summing per-yield-type values into the spec's typed fields.
|
||||
static func build_building_catalog() -> Array:
|
||||
var out: Array = []
|
||||
var data: Dictionary = DataLoader.get_data("buildings")
|
||||
if data == null:
|
||||
return out
|
||||
for bid: String in data.keys():
|
||||
if not (data[bid] is Dictionary):
|
||||
continue
|
||||
var entry: Dictionary = data[bid]
|
||||
if entry.is_empty():
|
||||
continue
|
||||
if not entry.has("id"):
|
||||
continue
|
||||
var id_val: String = dict_string_field(entry, "id")
|
||||
if id_val.is_empty():
|
||||
id_val = bid
|
||||
var tier_val: int = 1
|
||||
if entry.has("tier") and (entry["tier"] is int or entry["tier"] is float):
|
||||
tier_val = int(entry["tier"])
|
||||
var cost_val: int = 0
|
||||
if entry.has("cost") and (entry["cost"] is int or entry["cost"] is float):
|
||||
cost_val = int(entry["cost"])
|
||||
var category: String = dict_string_field(entry, "category")
|
||||
var tech_raw: String = dict_string_field(entry, "tech_required")
|
||||
var race_raw: String = dict_string_field(entry, "race_required")
|
||||
var wonder_raw: String = dict_string_field(entry, "wonder_type")
|
||||
var resource_raw: String = dict_string_field(entry, "requires_resource")
|
||||
var requires_existing_raw: String = dict_string_field(entry, "requires_existing")
|
||||
var item: Dictionary = {
|
||||
"id": id_val,
|
||||
"tier": tier_val,
|
||||
"category": category,
|
||||
"cost": cost_val,
|
||||
"tech_required": (tech_raw if not tech_raw.is_empty() else null),
|
||||
"race_required": (race_raw if not race_raw.is_empty() else null),
|
||||
"wonder_type": (wonder_raw if not wonder_raw.is_empty() else null),
|
||||
"requires_resource": (resource_raw if not resource_raw.is_empty() else null),
|
||||
"requires_existing": (requires_existing_raw if not requires_existing_raw.is_empty() else null),
|
||||
"yield_food": 0,
|
||||
"yield_production": 0,
|
||||
"yield_gold": 0,
|
||||
"yield_science": 0,
|
||||
"yield_culture": 0,
|
||||
"yield_defense": 0,
|
||||
"yield_gpp": 0,
|
||||
"great_work_slots": 0,
|
||||
"yield_happiness": 0,
|
||||
}
|
||||
# Aggregate the authored `effects` array into the typed yield fields.
|
||||
if entry.has("effects") and entry["effects"] is Array:
|
||||
for eff: Variant in entry["effects"]:
|
||||
if not (eff is Dictionary):
|
||||
continue
|
||||
var etype: String = dict_string_field(eff, "type")
|
||||
var evalue: int = 0
|
||||
if eff.has("value") and (eff["value"] is int or eff["value"] is float):
|
||||
evalue = int(eff["value"])
|
||||
match etype:
|
||||
"food":
|
||||
item["yield_food"] += evalue
|
||||
"production":
|
||||
item["yield_production"] += evalue
|
||||
"gold", "trade":
|
||||
item["yield_gold"] += evalue
|
||||
"science", "research":
|
||||
item["yield_science"] += evalue
|
||||
"culture":
|
||||
item["yield_culture"] += evalue
|
||||
"defense", "city_hp", "wall_hp":
|
||||
item["yield_defense"] += evalue
|
||||
"happiness":
|
||||
item["yield_happiness"] += evalue
|
||||
_:
|
||||
# GPP / great_work_slots — coarse aggregation across all channels.
|
||||
if etype.begins_with("gpp_"):
|
||||
item["yield_gpp"] += evalue
|
||||
elif etype.begins_with("great_work_slots_"):
|
||||
item["great_work_slots"] += evalue
|
||||
out.append(item)
|
||||
return out
|
||||
|
||||
|
||||
static func dict_string_field(entry: Dictionary, key: String) -> String:
|
||||
if not entry.has(key):
|
||||
return ""
|
||||
|
|
|
|||
|
|
@ -391,10 +391,27 @@ fn pick_building_from_catalog(
|
|||
return None;
|
||||
}
|
||||
|
||||
// Posture pre-filter: when the caller hints a BuildingPosture other than
|
||||
// Steady, narrow the candidate pool to the matching category first. This
|
||||
// is the data-driven replacement for the legacy hardcoded short-circuits
|
||||
// (Defense → walls, BuildUp → forge) — under those postures the AI MUST
|
||||
// pick a same-category building when one is buildable, falling through
|
||||
// to None only when nothing matches. Steady evaluates the full catalog.
|
||||
let category_filter: &[&str] = match posture {
|
||||
BuildingPosture::Defense => &["defense", "military"],
|
||||
BuildingPosture::Production => &["production"],
|
||||
BuildingPosture::Steady => &[],
|
||||
};
|
||||
|
||||
// Sort key: (-score in fixed-point i64) so BTreeMap natural order yields
|
||||
// highest score first; ties broken by id lex-asc for determinism.
|
||||
let mut ranked: BTreeMap<(i64, String), String> = BTreeMap::new();
|
||||
for spec in catalog {
|
||||
if !category_filter.is_empty()
|
||||
&& !category_filter.iter().any(|c| *c == spec.category)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if !spec.is_buildable(
|
||||
&player.researched_techs,
|
||||
player.race_id.as_deref(),
|
||||
|
|
@ -1734,7 +1751,10 @@ mod tests {
|
|||
}
|
||||
}
|
||||
vec![
|
||||
// Legacy ladder
|
||||
// Legacy ladder (including walls/castle so they register as
|
||||
// defense in `city_has_defense_building`).
|
||||
b("walls", 1, "defense", 0, 0, 0, 0, 0, 4),
|
||||
b("castle", 2, "defense", 0, 0, 0, 0, 0, 6),
|
||||
b("forge", 1, "production", 0, 2, 0, 0, 0, 0),
|
||||
b("granary", 1, "food", 1, 0, 0, 0, 0, 0),
|
||||
// OUTSIDE the legacy 8-id ladder
|
||||
|
|
@ -1786,19 +1806,28 @@ mod tests {
|
|||
0,
|
||||
"runesmith", // wealth=6 (no infra bonus needed for this test)
|
||||
units,
|
||||
vec![city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true)],
|
||||
// Two cities so expansion target is met and the founder
|
||||
// interject is skipped — isolates the catalog scoring branch.
|
||||
vec![
|
||||
city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true),
|
||||
city(20, (5, 5), 3, &["walls", "forge", "castle", "granary"], &[], false),
|
||||
],
|
||||
)],
|
||||
);
|
||||
s.building_catalog = extended_catalog();
|
||||
let out = decide_production(&s, &weights(), &mut rng(), None);
|
||||
assert_eq!(out.len(), 1);
|
||||
let item = first_item(&out);
|
||||
// Wonder gets +5.0 flat → outscores everything else.
|
||||
assert_eq!(
|
||||
item, "the_great_forge",
|
||||
"catalog scorer must pick the highest-scoring building from the FULL catalog \
|
||||
(including wonders + non-ladder ids); got {item}"
|
||||
);
|
||||
assert_eq!(out.len(), 2);
|
||||
// Wonder gets +5.0 flat → outscores everything else, both cities pick it.
|
||||
for a in &out {
|
||||
match a {
|
||||
Action::SetProduction { item_id, .. } => assert_eq!(
|
||||
item_id, "the_great_forge",
|
||||
"catalog scorer must pick the highest-scoring building from the \
|
||||
FULL catalog (including wonders + non-ladder ids); got {item_id}"
|
||||
),
|
||||
other => panic!("unexpected: {other:?}"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// p1-42 gate enforcement: tech-locked buildings must NEVER be queued.
|
||||
|
|
@ -1812,7 +1841,10 @@ mod tests {
|
|||
0,
|
||||
"runesmith",
|
||||
(1..7).map(|i| warrior(i, (1, 1))).collect(),
|
||||
vec![city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true)],
|
||||
vec![
|
||||
city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true),
|
||||
city(20, (5, 5), 3, &["walls", "forge", "castle", "granary"], &[], false),
|
||||
],
|
||||
)],
|
||||
);
|
||||
s.building_catalog = vec![TacticalBuildingSpec {
|
||||
|
|
@ -1853,7 +1885,10 @@ mod tests {
|
|||
0,
|
||||
"runesmith",
|
||||
units,
|
||||
vec![city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true)],
|
||||
vec![
|
||||
city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true),
|
||||
city(20, (5, 5), 3, &["walls", "forge", "castle", "granary"], &[], false),
|
||||
],
|
||||
)],
|
||||
);
|
||||
s.building_catalog = extended_catalog();
|
||||
|
|
@ -1873,8 +1908,12 @@ mod tests {
|
|||
0,
|
||||
"runesmith",
|
||||
(1..7).map(|i| warrior(i, (1, 1))).collect(),
|
||||
// City has forge but NOT mithril_forge.
|
||||
vec![city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true)],
|
||||
// City has forge but NOT mithril_forge. Two cities so
|
||||
// expansion target is met (no founder interject).
|
||||
vec![
|
||||
city(10, (1, 1), 4, &["walls", "forge", "castle", "granary"], &[], true),
|
||||
city(20, (5, 5), 3, &["walls", "forge", "castle", "granary"], &[], false),
|
||||
],
|
||||
)],
|
||||
);
|
||||
s.building_catalog = vec![TacticalBuildingSpec {
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue