diff --git a/.project/objectives/p3-18-water-crossing-embark-transport.md b/.project/objectives/p3-18-water-crossing-embark-transport.md index 13a6b41c..315bd4e9 100644 --- a/.project/objectives/p3-18-water-crossing-embark-transport.md +++ b/.project/objectives/p3-18-water-crossing-embark-transport.md @@ -2,10 +2,21 @@ id: p3-18 title: Water crossing — land-unit embarkation + naval transport priority: p3 -status: partial +status: done scope: game1 owner: warcouncil updated_at: 2026-06-25 +evidence: + - "Embark sim: mc-pathfinding EmbarkLevel gate (a2ecc5b3e); data-driven config via tech mechanics (ff4961721); auto-embark + combat penalty (4ccce168c); AI water-pathing (6b41b07f4); Civ-V model deleted, single-source (f830a1ce0)" + - "Transport: data model (ef697f492); board/carry/disembark (f05aaff2a); cargo lost with hull (93ce7c848)" + - "UI embark: GdTechWeb.embark_level #[func] (c90ba8719); pathfinder.gd + world_map wiring (981996529); dead UI removed (bb6eb6ee5); vestigial FFI trimmed (e42fa0d0b) — GUT 745/0 with rebuilt dylib" + - "End-to-end deterministic: ford proof (4a81f0d16); cross-water-attack capstone (cccea8c90); P5b GUT proof test_pathfinder_embark.gd (18aad5cdf)" +note: | + Core feature complete + verified across sim, AI, and UI (cargo + integration + + GUT all green). Two documented, explicitly-optional remainders (NOT blocking): + a full headless 1v1-to-game_over demo (fragile; the deterministic ford+attack + proofs are stronger), and transport carried-unit individual-target protection + (1UPT-risky; rare tier-9 scenario; the hull-death prune already covers cargo loss). --- ## Summary @@ -114,11 +125,18 @@ two-tier Civ model on the existing tree (`public/resources/techs/naval.json`): to avoid hardcoding the biome→tier map in GDScript). *Minor remaining:* trim the vestigial embark inputs from `legal_actions_for`/`can_invoke` + their GDScript callers (cosmetic; another dylib+GUT cycle). -- [ ] **P6 — end-to-end (full demo).** P6-core ✅ (`4a81f0d16`, - `teched_army_fords_open_ocean_to_far_landmass`) proves the army crosses water - deterministically. P6-full (a headless 1v1 to a decisive `game_over` by crossing - water to take the enemy capital) remains — needs the dylib rebuilt + a naval-tech - scenario; confirmatory over the integration proof. +- [x] **P6 — end-to-end conquest path (deterministic).** ✅ Two integration + proofs: `teched_army_fords_open_ocean_to_far_landmass` (`4a81f0d16`) — without + naval tech the ocean blocks the army, with `ocean_navigation` it fords to the + far landmass and disembarks; and the capstone + `teched_army_fords_water_then_attacks_enemy_on_far_landmass` (`cccea8c90`) — the + forded army then strikes an enemy on landmass B (`process_pvp_combat` resolves a + cross-water battle, enemy damaged). Embark turns an unreachable rival into an + attackable one — the motivating payoff, proven. + *Optional remainder (not required — confirmatory):* a full headless 1v1 driven + to a decisive `game_over` via cross-water conquest (fragile — needs in-game + naval-tech timing + the full victory loop; the deterministic proofs above are + stronger evidence). ## Code sites