Gap 3 — Equipment/crafting: verified the full craft→equip→combat path runs
headless and Rust-authoritative (orig bullet was stale at [ ]):
- PlayerAction::CraftEquipment → craft_equipment dispatch (materials gate +
consume strategic_ledger + equip), 2 tests
- recipe_phase ("recipe_refine") in END_OF_TURN_PHASES — passive crafting
economy refines raw→quality-tiered product every self-play turn, 1 test
- equip_combat_bonus reads boot-loaded item_combat at every combat site, 2 tests
- boot path: set_item_combat_json FFI ← headless harness _apply_item_combat
- MCTS AI not electing to craft = deliberate 9-kind GPU-rollout constraint,
not a missing system
Verified green: mc-turn + mc-player-api 557/0.
Gap 4 — Per-building queues: recorded verified assessment. Bench single-slot +
per-turn AI reselection is functionally equivalent to a FIFO build queue for the
self-play SIMULATION outcome; the multi-item queue is a live-game UI affordance
belonging to the p3-25/p3-29 projection arc. Owner scope call pending: does p3-26
require simulating a multi-item queue, or reclassify Gap 4 out of the headless bar.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Owner directive: the /loop isn't finished until the SIMULATOR is complete — the headless
Rust sim must play full self-play games with ALL systems, not the reduced subset.
p3-26 enumerates the verified live-vs-headless gaps + sequenced plan:
- Gap 1: climate/environment runtime (port the marine→climate→weather→effects chain into
mc-turn; physics already in mc-climate).
- Gap 2: natural/"apocalyptic" events (M3 milestone — port .messy ecological_events.gd,
12 categories, deterministic per EVENT_FREQUENCY_SPEC).
- Gap 3: equipment/crafting (recipes exist; no headless Craft action).
- Gap 4: per-building build queues (dual city-model; bench has a single queue).
Corrects my earlier "apocalyptic events don't exist" — they're specced (m3-natural-events)
with a .messy reference impl, just unimplemented in Rust.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Owner directive: "gd should only be UI view of simulation / simulator provides
everything / no stubs". Root cause (verified): the sim holds two parallel city models —
authoritative mc_city::City (presentation_cities, has owned_tiles) vs bench
mc_state::CityState (GameState.players[].cities, no territory) — and project_view reads
the bench one, so view_json is structurally blind to territory + trades. New objective
p3-25 captures the full sequenced unification plan.
Step 1 (this commit) de-stubs what real bench state already carries, no fabrication:
- projection.rs build_diplomacy: DiplomacyView.{open_borders,shared_map,agreements_active}
now read the real OpenBorders/SharedMap entries from state.trade_ledger (the entries
dispatch writes on signing), replacing hardcoded false/false/empty stubs.
- CityView.owned_tiles left honestly TODO (center-only would mislead; fills in step 2 when
bench territory + border expansion are ported).
Verified: cargo test -p mc-player-api 169/0 (incl. new projection_surfaces_open_borders_
from_ledger). Rust-only headless-view change; no GDScript touched, live game path
unaffected. Swap/sale trade deals NOT yet in the view — they need the sourcing+persistence
port (p3-25 steps 2-5); not faked here per "no stubs".
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase-gate proof for the deal UI (revival step 5 verification): diplomacy_deal_proof.tscn
instantiates the REAL diplomacy_panel.tscn with a crafted GameState (human + 2 AI rivals,
ledger holding one LuxurySwap + one StrategicSwap + one ResourceSale) and self-captures.
Screenshot reviewed in-conversation — the panel renders, in the correct per-rival rows:
- AI 1 (Ironhold): "Luxury Trade: Receiving Silk for Furs" + "Resource Sale: Buying
Horses (−2 gold/turn)"
- AI 2 (Goldvein): "Strategic Trade: Receiving Coal Seam for Iron Ore"
All three deal types render with correct direction, resources, and gold flow.
p3-23 status partial → done. Every acceptance bullet now met with evidence: gold↔resource
+ strategic swaps + luxury swaps (mc-trade) · AI evaluation · in-game pipeline revived
end-to-end (steps 1-4, GUT 750/0 + 25-turn arena exit 0) · deal UI (step 5, screenshot).
tribute.rs stays Game-2 deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migration now responds to climate, not just population pressure. In the per-turn
population mover (generation.rs compute_migrations), drought_carrying_factor
lowers a dry tile's effective carrying capacity — so its populations exceed cap
and emigrate, while dry neighbours offer less room, steering herds toward wetter
ground. The MigrationPulse events path (biological.rs) gets a matching
data-driven migration_climate_stress trigger bias. Reads the tile's live
drought_counter; pure mc-ecology, runs via the existing per-turn engine tick.
Tests: migration_climate_stress_rises_with_drought_and_caps, drought_raises_migration_rate,
drought_reduces_carrying_capacity_triggering_migration; mc-ecology 338/0; dylib
rebuilt + deployed; GUT 747/0.
p3-21 → done. Next: p3-23 (trade richness).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Completes weather→scouting. weather.gd gains vision_penalty_at(col,row) (worst
penalty from active events covering the tile, hex-distance footprint);
world_map_vision.recalculate_vision cuts each unit's sight radius by it (floored
at 1) before computing visible_hexes — so a unit standing in a storm/blizzard/dust
storm reveals fewer tiles. The penalty VALUE is Rust-derived (WeatherEvent.vision_penalty,
data); GDScript only reads + applies it. Headless path has compute_vision_with_penalties.
Verified: mc-climate 45/0, mc-vision 30/0, GUT vision_penalty_at (within/outside/
worst-overlap); dylib rebuilt + deployed; canonical GUT 747/0.
p3-20 → done. Next: p3-21 (weather-driven migration).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The producer side of weather→scouting: WeatherEvent gains vision_penalty: i32
(serde-default + flexible deser), and derive_events sets it per kind — storm 1,
blizzard 2, dust_storm 2; heat_wave/drought/flood 0 (clear-weather events don't
impair sight). This is the sight-radius reduction the vision computation will
consume so units under storms/blizzards/dust storms scout less.
Tests: storm/blizzard/heat_wave assertions for vision_penalty; mc-climate 45/0.
p3-20 stays partial — compute_vision consumption + bridge/GDScript wiring next.
(Per-kind values inline; data-drive to thresholds/json is a noted follow-up.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Completes player→ecology feedback. EcologyEngine::deplete_flora_at(col,row,amount)
depletes a tile's Producer-diet (flora) populations (registry-identified);
GdFaunaEcology.deplete_flora_at exposes it; EcologyState._on_tile_improved fires
it when a flora-clearing improvement (deforestation) completes — so clear-cutting
a forest removes its flora (the terrain→grassland change also drives the gradual
die-off). With the fauna half (over-hunting → extinction), the living world now
reacts to player pressure both ways. Logic stays in mc_ecology (Rail 1).
Test: deplete_flora_at_targets_producer_species_only (mc-ecology green); dylib
rebuilt + deployed; canonical GUT 745/0 (wiring loads, no regression).
p3-19 → done. Next: p3-20 (weather→scouting).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Rust foundation for player→ecology feedback: PopulationSlot::deplete(amount)
(floors at 0, can cross the is_extinct threshold) + EcologyEngine::deplete_population
(col,row,species_id,amount) → post-depletion population, safe 0.0 no-op for a
missing tile/species. This is the hook hunting/harvesting will call to make
over-harvest drive local extinction; the engine's existing growth/emergence then
recovers abundance once pressure eases.
Tests: deplete_reduces_floors_at_zero_and_can_extinct (PopulationSlot) +
deplete_population_reduces_tile_species_and_can_extinct (engine); mc-ecology green.
p3-19 → partial. Remaining: GdEcologyEngine #[func] + GDScript kill/harvest wiring
+ dylib/GUT (loop continues).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
pick_for_city gains a scout branch (after the early-military floor, before
expansion): when dwarf_scout is buildable (its tech/race/resource/building gates
met — mirrors pick_best_unit_of_type) and the capital owns no scout, the capital
queues one. Single scout, capital-only; the existing frontier-seek + scout-sweep
maneuvers (movement.rs) already drive dwarf_scout, so the AI stops diverting
combat units to scouting.
Tests: ai_builds_scout_when_buildable_and_none_owned +
ai_does_not_build_scout_without_its_tech; mc-ai 289/0 green. p3-22 → done.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Game 1 was NOT actually complete; the green dashboard overstated it. Created
objectives for the verified, untracked gaps (all confirmed 2026-06-25 against the
code, both Rust + GDScript paths):
- p3-19 player→ecology feedback (over-harvest/hunt deplete live populations; extinction)
- p3-20 weather affects scouting (vision penalty, not just movement)
- p3-21 weather-driven migration (migration ignores weather today)
- p3-22 AI builds dedicated scouts (only frontier-seeks with idle military)
- p3-23 trade richness (luxury swaps only; no gold/strategic trades)
- p3-24 Rail-1 port of economy/happiness/climate per-turn glue logic from GDScript
Dashboard regenerated. (Systems I'd wrongly doubted — ecology engine ticking, AI
worker improvements, naval harbor-gating — are confirmed working; not reopened.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
tools/objectives-report.py after marking p3-18 (water crossing) done. Keeps the
dashboard fresh for verify step 2.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
`tools/objectives-report.py --check` was failing (README/objectives.json stale vs
per-objective frontmatter after recent objective edits). Regenerated both.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- p3-16: war-declaration marked implemented + tested + proven (turns 17/18);
status held partial with blocked_by: [p3-17] (personality differentiation
still gated on AI exploration).
- p3-17 (new): AI frontier-seeking exploration for idle military/scout units,
owner warcouncil; now implemented by bb28c4e7b.
- regen objectives dashboard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two diplomacy models contradicted each other in the written record: p1-01
diplomacy-lite ('all pairs start at war, missing key → war') vs the newer
courier-diplomacy (COMMUNICATIONS.md §War declaration semantics, p3-01:
start at peace, sender enters War on war-dec envelope dispatch). The Rust
implementation follows courier-diplomacy, so that is canonical.
- p1-01: add a SUPERSEDED banner + inline [SUPERSEDED] annotations; history
retained. Canonical rule is start-at-peace, war via dispatched war-dec.
- COMMUNICATIONS.md: fix the one internal inconsistency (§0 said recipient
war state applies at arrival in a way that read as all-effects-at-arrival;
scoped it to recipient-side, cross-linked the sender-on-dispatch exception).
- New objective p3-16 (status partial, owner warcouncil): the AI has no
proactive war-declaration — decide_tactical_actions has no diplomacy step
and there is no DeclareWar in mc-ai, so AI-vs-AI never enters war and clan
aggression personalities don't manifest. Specs the fix to the courier model
(first-contact + military balance + aggression → dispatch_war_declaration)
and notes the stale is_at_war comment as a code-fidelity cleanup.
- Register p3-16 under warcouncil; regen objectives dashboard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two+ humans sharing one device get a pass-the-device hand-off (hotseat_handoff)
gated by GameState.is_hotseat(). Each seat sees only its own view: city_renderer
fogs enemy cities until explored, prologue_overlay_renderer draws only the local
player's opening, and the AI/turn banners no longer stack across hand-offs.
Documents the flow in TURN_SEQUENCE.md, adds a headless handoff proof scene, and
marks p3-15 done (dashboard regenerated).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Game opening becomes a moddable JSON script driven by mc_worldsim::StartScriptRunner
and exposed to Godot via GdStartScript. Start scripts + dwarf tribe/wanderer units
live in public/resources/start_scripts; START_SCRIPTS.md documents the contract.
Adds tools/validate-start-scripts.py + wires it into CI (stage 3b) and verify.sh
(step 0b). Marks p3-14 done and regenerates the objectives dashboard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mark Phase 1 acceptance complete: MC_AUTO_START rendered boot, mcp_render_driver
TCP autoload (screenshot/open_screen/ping), plum-verified. Records the TCP-not-
stdin design pivot and the end-to-end proof (3420x1923 PNG of the live world
map). Phase 2 (TS MCP tools + npm install + .mcp.json + restart) remains.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- p2-85: lair (+resource) sprites via the standin pipeline + hover tooltips. The
lair overlay renderer is already sprite-capable (7df76174c); this covers
generating sprites/lairs/* art and extending tile_info_panel for POI tooltips.
- p2-86: claude-player-mcp rendered-driver mode — magic_civ_screenshot /
magic_civ_open_screen so Claude can drive the UI and capture rendered screens,
complementing the headless state-only API (p2-67).
- Regenerate objectives dashboard (README.md + objectives.json), 326 objectives.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
p1-29i's full-game validation pinned the root cause that gates all of Wave-C
AI convergence: the autoplay AI applies city-founding/capture via GDScript
(`ai_turn_bridge_dispatch.gd:170 dispatch_found_city` → CityScript.new() →
EventBus.city_founded.emit), NEVER calling Rust `mc_turn::processor::
try_found_city` / `process_siege` where the balance levers live. So every
Rust-side founding/siege lever (p1-29i refound_suppression, and successors) is
inert by construction on the p1-29d gate surface — a Rail-1 violation on the
action-application seam.
Spec-only (Rail-1, scope game1, owner warcouncil, status stub). Large separate
effort, gated on p2-65 (mc-state gives the bridge a persistent GdGameState to
apply actions against). References p1-29d Findings A/2/3 and p1-29i's terminal
result. Added to objectives README dashboard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>