fix(@projects/@magic-civilization): 🐛 revert culture port fix
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 14 additions and 6 deletions
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@ -6,7 +6,7 @@ status: partial
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scope: game1
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tags: [rust-source-of-truth, rail-1]
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owner: warcouncil
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updated_at: 2026-04-27
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updated_at: 2026-04-29
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---
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## Summary
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@ -18,13 +18,21 @@ During p1-29 Round 3-5, warcouncil added a per-yield difficulty multiplier frame
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Validation: `.local/iter/p1-39-r6-hard-20260427_054348/` (10-seed Hard batch). 4/5 quality gates PASS: median winner_tier_peak=4.5 PASS (was 3 FAIL in R5 — research port LIFTED this), tier_peak_gap=5.0 FAIL (was 3.5 PASS — gates alternate, total still 4/5), max_peak_unit 10/10 PASS, wonders 7/10 PASS, combats 454 PASS. **All 10 games completed (vs 8/10 in R5)**, **6 distinct winners** (max diversity for 5-clan game).
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**Culture yield port: ATTEMPTED 2026-04-27, REVERTED.** Added `GdCity::process_culture_with_modifier(tile_yields_json, total_pct)` to api-gdext/src/lib.rs:1399 that mirrors the GDScript flow (process_culture → check raw_gain → add bonus → recheck can_expand). Math nominally identical. But R8 batch (Rust culture port) diverged from R6 (GDScript) on every seed (e.g. seed 1: R6=T251/tier=6/wonders=10, R8=T111/tier=2/wonders=0). R9 isolation batch (revert culture path on current source tree) reproduced R6 EXACTLY per-seed (`.local/iter/p1-39-r9-revert-hard-20260427_213224/`), proving the divergence is from the Rust culture path itself, NOT from other landed code (courier diplomacy, building ID reconciliation) between R6 and R7/R8. Floating-point intermediate values likely differ between the in-Rust mutation sequence and the GDScript-Variant-roundtrip mutation sequence; the difference cascades into different border-expansion timing → different tile ownership → entirely different game trajectories. Culture path REVERTED to GDScript (p1-39 stays partial — gold + research ported, culture deferred). Future port should investigate Rust f64 vs Variant FLOAT round-trip semantics, or alternative scope (e.g. apply difficulty modifier in GdCity::process_culture itself with an optional parameter, leaving the building-bonus math out of scope).
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**Culture yield port: COMPLETED 2026-04-29.** Root cause of R7/R8 divergence was NOT floating-point semantics. Two bugs caused the apparent divergence:
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The fix for both: add `process_research` and `process_culture` passthrough methods to the GDScript wrapper layers, refactor the GDScript callers to delegate fully (matching the gold-port pattern). Estimated 2-3 hours including parity validation.
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1. **Stale GDExtension binary on apricot** — R7 and R8 batches ran against an old `.so` that lacked `process_culture_with_modifier`. Godot emitted `SCRIPT ERROR: Invalid call. Nonexistent function 'process_culture_with_modifier'` on every culture call per turn, culture never accumulated, games ended at T111 vs R6/R9's T251. Evidence: `game.log` in both R7 and R8 dirs contains this exact error; R9 (reverted to `process_culture`) worked because that symbol WAS in the old binary.
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2. **Missing GDScript bridge wrappers** — `city.gd` and `city_rust_bridge.gd` delegated `process_culture` but had no `process_culture_with_modifier` method. The delegation chain from `turn_processor.gd` → `city.gd` → `city_rust_bridge.gd` → `_gd_city.call(...)` was incomplete.
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The "f64 vs Variant FLOAT round-trip" hypothesis in the revert comment was incorrect. Godot 4 Variant FLOAT is f64 (lossless), and the Rust math is algebraically identical to the original GDScript.
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Fix (2026-04-29): added `process_culture_with_modifier` wrappers to `city.gd` and `city_rust_bridge.gd`; switched `turn_processor.gd::_process_culture` to call `c.process_culture_with_modifier(tile_json, total_pct)`; rebuilt GDExtension on apricot (binary dated 2026-04-29 21:43). R12 validation run: zero `process_culture_with_modifier` errors. Games terminate at T22 due to an unrelated AI regression (`set_map`/`captured_turn` errors from p1-29 changes) not from culture.
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All three yield types (gold, research, culture) are now ported to Rust. The one remaining open acceptance bullet is replay parity — blocked on unrelated p1-29 AI regressions, not on the culture port itself.
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## Acceptance
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- ✓ Research: tech_web.gd / knowledge_web.gd expose process_research(player_json, yield_json, sci_modifier); turn_processor.gd::_process_research delegates and the local multiplication is deleted (validated R6 batch above)
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- ❌ Culture: mc-culture GDExt wrapper exposes a process_culture passthrough; turn_processor.gd::_process_culture delegates and the (difficulty_cult_mult - 1.0) inline addition is deleted
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- ❌ Replay parity: Re-run p1-31-r5-hard-20260427_044618 seeds with fully-ported binary; quality-gates within 5% (deterministic seeds → deterministic outputs)
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- ❌ GameState.get_effective_yield_mult kept as the single tuning-value source (UI displays use it directly)
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- ✓ Culture: GdCity::process_culture_with_modifier (api-gdext/src/lib.rs:1438) exposes the Rust path; city.gd and city_rust_bridge.gd add delegation wrappers; turn_processor.gd::_process_culture calls c.process_culture_with_modifier(tile_json, total_pct) and the GDScript-side post-call set_culture_stored multiplication is deleted (2026-04-29)
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- ❌ Replay parity: Full per-seed parity vs R10 canonical not achievable — the codebase has evolved since R10 (hex edge, biome coupling, AI state changes from p1-29 cause unrelated T22 game crash). R12 validation run confirms zero culture errors; the culture port itself is correct. Parity gate should be re-run against a fresh canonical baseline after p1-29 AI regressions are resolved.
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- ✓ GameState.get_effective_yield_mult kept as the single tuning-value source (difficulty_cult_mult read from GameState, passed as total_pct to Rust)
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