Commit graph

3770 commits

Author SHA1 Message Date
Natalie
e8dd4a85b4 feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-1 — RangedAttack dispatch (completes unit input for the live store)
The live unit store (GdGameState.apply_action_json → inner) handled melee but
RangedAttack was NotYetImplemented. Wire it by reusing the melee resolver:
split resolve_single_pvp_attack into resolve_single_pvp_attack_typed(.., is_ranged);
ranged sets CombatType::Ranged → sources ranged_attack/range from units_catalog
and the resolver's prevents_retaliation(combat_is_ranged=true) suppresses the
counter-attack. Did NOT reuse the crude pending_volley AoE (separate Volley
action); verified live parity is immediate-resolve (combat_resolver.gd:87-104),
so a direct resolve mirroring melee is correct.

- AttackRequest gains is_ranged (serde-default); process_pvp_combat threads it.
- dispatch apply_ranged_attack: owner + enemy + within-range gate, then resolve.
- tests: ranged_pvp_no_retaliation (resolver: damage, attacker untouched, 0
  retaliation), ranged_attack_no_retaliation (dispatch: range gate + rejections).
Deferred (parity, cited): no movement-spend on attack — melee doesn't spend it
either; a "ranged is in-scope; verify gate mc-combat+mc-turn+mc-player-api 0 failed.

Dispatched combat-dev; verify gate green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:21:36 -04:00
Natalie
b689f52ccc feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-1 — GdGameState act/view/spawn bridge (live unit store foundation)
Gives the live GdGameState the same Rust-driven surface the headless GdPlayerApi
has, on its own inner GameState, so inner.players[].units (rich MapUnit) can
become the live unit store:
- apply_action_json(player, action_json) → mc_player_api::apply_action(&mut inner)
- inner_view_json(player) → mc_player_api::project_view(&inner)
- spawn_unit_into_inner(player, unit_type_id, col, row) → MapUnit::new + push,
  monotonic next_unit_id (same idiom as the AI-faction spawn).
Thin shims over the SAME mc_player_api fns GdPlayerApi calls (no dispatch/
projection duplication; 4 envelope helpers made pub(crate) for reuse). No
GDScript touched; GdPlayerApi + bench path untouched.

Contract for the later (render-gated) live caller: stamp inner.units_catalog
(+ action configs) via the existing set_*_catalog_json setters before relying on
the view — documented inline (lib.rs:4297). cdylib links with all 3 #[func]s
registered (distinct symbols from GdPlayerApi); mc-player-api 0 failed.

Dispatched simulator-infra; verify gate green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:57:17 -04:00
Natalie
f5c5d1a410 feat(infra): distributed test/train fleet on DigitalOcean (Terraform + Packer + dispatch)
Ephemeral CPU Droplet fleet that horizontally scales the iteration loop:
- infra/terraform/test-fleet: cattle Droplets from a golden image (auto-discovered
  by name via digitalocean_images), grouped under the mc:dev DO project, with a
  mocked-provider test suite (no token/spend).
- infra/packer: golden-image builder reusing scripts/dev-setup/linux.sh.
- scripts/run/dist.sh: ./run dist:{check,up,sim,train,down} — shard sim/test
  batches across workers via autoplay-batch AUTOPLAY_HOST+SEED_OFFSET.
GPU intentionally absent (workload is CPU-bound per docs/ai-production.md).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:51:09 -04:00
Natalie
bd186b162a feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-1 — bench unit XP/veterancy in the Rust turn
Units gained no XP in the headless/bench turn (only GDScript UnitScript tracked
it). The XP amounts were already Rust-authoritative (mc-combat: BASE_COMBAT_XP=5
× xp_from_combat strength scaling; resolver zeroes dead-defender XP / suppresses
capture XP). This wires the award into the bench turn so the unified game has
veterancy:
- MapUnit.experience: i32 (#[serde(default)]; all 110 literals use ..default()).
- resolve_single_pvp_attack accumulates attacker_xp/defender_xp onto survivors,
  survival-gated exactly like combat_resolver.gd:215-223.
- project_units surfaces UnitView.experience + promotion_available from XP
  threshold eligibility (mc_combat::check_promotion), replacing the 0 stub.
- new test pvp_combat_awards_xp_to_survivors (queued-attack path, no kills →
  both survivors gain XP).

Deferred (cited, out of scope): the veteran_level/promotion stat-growth pick
subsystem (bench uses flat UnitStats, not the D20 path) and the pre-existing
Rust↔JSON promotion-threshold divergence (promotions.json [15,30,45,60] vs Rust
[10,30,60,100]) — a Rail-2 content/code gap tracked separately.

Dispatched combat-dev; verify gate: mc-combat+mc-turn+mc-player-api 0 failed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:48:35 -04:00
Natalie
081cddcab3 docs(@projects/@magic-civilization): 🛤️ Rail-1 design — narrow the dual-model fork (cities ~done, units are the hold-out)
Verified the live city-projection path: api-gdext/city_slot.rs is a full ops
module over presentation_cities (rich mc_city::City) + GdCity wraps it; CityScript
is a hybrid proxy already routing to the Rust slot. So cities are largely
Rust-authoritative — the GDScript residue is just the city-centre queue +
placed_buildings. UNITS are the real Phase-1 hold-out (UnitScript fully
GDScript-authoritative, no Rust slot). Rails: bench CityState/MapUnit and the live
game are sanctioned-separate contexts (code-layering #3), so the live view must
project the RICH city / a new live-unit store — NOT the bench types. Refines the
Phase-1 plan accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:29:44 -04:00
Natalie
8c3e7b8a27 feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-0 — project equipped items to UnitView
EquippedItemView (item_id, category, charges_remaining, triggers_in_combat —
the exact mc_items::EquippedItem fields, cited) + UnitView.equipped, projected
from MapUnit.equipped for OWN units only, omitted from the wire when empty.
Surfaces the unit_panel.gd:789 entity read via view_json.

happiness_breakdown DEFERRED (verified, not fabricated): the per-contributor
breakdown is a transient calculate_happiness return (mc-happiness/pool.rs:170),
not persisted PlayerState — only the scalar happiness pool is stored
(game_state.rs:1295), already surfaced as ResourceView.happiness_pool. A
Phase-1 SOT-flip widening, like XP/culture_stored.

Dispatched simulator-infra; verify gate: mc-player-api green incl. new equipped
round-trip/omit test. Additive (serde defaults).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:19:07 -04:00
Natalie
76b3e48ae3 docs(@projects/@magic-civilization): 🛤️ p3-25 — record Phase-0 projection increments + blueprint link
Re-scope p3-25's view-completeness as Phase 0 of the owner's full UI-pure-view
migration (blueprint: designs/p3-rail1-ui-pure-view-migration-design.md). Log
the two landed increments (unit movement+posture 568e43084, golden age 0d501a3d7)
and the deferred bench-model gaps (XP, culture_stored, building_queues,
placed_buildings → Phase-1 SOT flip).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:03:51 -04:00
Natalie
0d501a3d72 feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-0 — project Golden Age state to the HUD
ResourceView gains golden_age_active + golden_age_turns, projected from the
PlayerState GA fields. These are the top_bar.gd:162/169 entity reads now
available via view_json (HUD badge driven by Rust, not the Player entity).
Omitted from the wire when inactive. Per-city culture_stored (city_screen.gd:287)
is DEFERRED: it has no bench CityState backing (culture is a player-level pool in
the reduced model) — a Phase-1 SOT-flip widening, not fabricated here.

Additive (serde defaults). mc-player-api 140/0 incl. a GA round-trip/omission test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:03:07 -04:00
Natalie
568e43084b feat(@projects/@magic-civilization): 🛤️ Rail-1 Phase-0 — project real unit movement + tactical posture
First projection-completeness increment toward UI-driven-by-Rust. project_units
stubbed movement_left/max=0, sentry=false, promotion_available=false despite the
bench MapUnit carrying the real data — fix to read movement_remaining/base_moves/
is_sentrying/pending_promotion (same fields the move dispatch + legal-move gate
use). Add UnitPostureView (embarked/deployed/stealthed/ambushing/field_aura/
fire_arrows/pursuing/shield_wall/braced/rage/war_cry) + formation_id, projected
for OWN units only (no stealth/ambush leak); omitted from the wire when resting.
These are the unit_panel.gd entity reads (audit Group B) now available via
view_json. XP stays 0 (not yet on MapUnit — Phase-1 SOT-flip gap, noted).

Additive (serde defaults; no other UnitView constructors in the workspace).
mc-player-api 139/0 incl. 2 new posture round-trip/omission tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 08:00:41 -04:00
Natalie
d78152388a docs(@projects/@magic-civilization): 🛤️ Rail-1 endgame — UI-pure-view migration blueprint
Owner directive: remove all sim logic from GDScript; UI becomes a pure view of
the Rust game server. Phased design grounded in a verified 3-surface audit +
view.rs/projection.rs/game_state.rs/turn_*.gd ground-truth. Key finding: the
live game holds TWO unsynced authoritative stores (GDScript entities = live SOT;
Rust GdGameState = parallel copy), so this is a spine rewrite — the live game
must converge onto the headless GdPlayerApi shape. Phases: 0 projection
completeness (headless, first), 1 SOT flip, 2 live turn = end_turn(), 3 delete
GDScript sim layer, 4 render-proof.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 07:51:19 -04:00
Natalie
edc7e31b12 docs(@projects/@magic-civilization): 📊 regen objectives dashboard (p3-27 flora, p3-30 bridge)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 07:36:07 -04:00
Natalie
acf57fd05f docs(@projects/@magic-civilization): 🐺 p3-30 — record owner ruling (bridge) + bridge landed
Owner ruled the GdWildAiController bridge over an in-step substrate. Mark
acceptance #2 [~] (Rust bridge done 8696a48aa; GDScript rewire render-gated)
and spell out the remaining live-game rewire steps + the render/live-run host
needed for the parity proof.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 07:35:17 -04:00
Natalie
8696a48aa0 feat(@projects/@magic-civilization): 🐺 p3-30 — GdWildAiController bridge (owner-chosen drive path)
Owner chose the bridge over a headless wild-unit substrate. Adds the
JSON contract + a pure mc_ai::wild::decide_wild_actions_json(json, seed)
helper (parses a WildContextDto — wilds, player_units, lairs, cities, config,
passable set — runs the decision core, returns per-action JSON strings, the
GdAiController envelope), and a thin GdWildAiController GDExtension shim
(set_rng_seed + decide_actions → PackedStringArray) over it.

The live game keeps its roaming owner==-1 units; GDScript projects them into
the DTO and dispatches the returned move/attack Actions via the existing
AI-action path — so the wild DECISION logic is fully Rust (Rail-1), no
duplicated headless model. 16 wild tests (4 new JSON-bridge: chase/attack/
passable-roam/malformed), mc-ai lib 305/0; gdext cdylib links with the class
registered. Remaining (render-gated): GDScript rewire of _process_wild_creatures
+ wild_creature_ai.gd deletion + render-proof.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 07:34:02 -04:00
Natalie
ca31834db0 docs(@projects/@magic-civilization): 🌿 p3-27 — flora succession confirmed subsumed by process_step
Close the flora-succession [~] bullet. Verified in engine code (not the
comment): process_step → run_tier_advancement advances tiers in-place
(par_iter_mut → tick_tiers_capped mutates slots) and returns FloraTransitions
only as a chronicle report. The headless ecology_phase applies succession via
process_step and buffers transitions for the p3-29 FloraSuccession event — no
separate mc-flora::FloraEngine pass needed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:54:35 -04:00
Natalie
e477784731 docs(@projects/@magic-civilization): 🐺 p3-30 — decision core done; integration is a verified fork
stub → partial. Acceptance #1 (decide_wild_actions) + #4 (determinism) ✓ with
cited evidence (95a2e580b, mc-ai 301/0). Record the verified premise that the
headless GameState has no roaming wild-unit substrate (units implicit-owned,
wilds = lairs + encounters), making the in-step path a substrate-build that
duplicates encounters vs. the allowed GdWildAiController bridge. Recommend the
bridge; integration + .gd deletion stay render/decision-gated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:53:39 -04:00
Natalie
95a2e580bc feat(@projects/@magic-civilization): 🐺 p3-30 — Rust wild-creature decision AI core
Port wild_creature_ai.gd's decision logic to a pure, deterministic Rust
module (mc-ai::wild). decide_wild_actions(ctx, rng) -> Vec<Action> mirrors
process_wild_turn → _act: chase+attack a player unit in detection range,
drive home when leashed out, drift toward the nearest city, else roam a
leashed neighbour. One action per creature (the player-tactical convention:
attack iff adjacent, else move). Reuses mc_core hex helpers + XorShift64 +
the existing Action taxonomy; combat resolution stays in mc_combat::wilds.

Fork-neutral: WildContext is a flat projection, identical whether the
integration drives it inside mc_turn::step or via a GdWildAiController bridge
(p3-30 leaves that drive-site to infra). 12 unit tests: target-select,
chase, attack-iff-adjacent, leash return, leashed roam, city drift, passable
gating, no-movement skip, determinism, wilds.json config parse. mc-ai lib
301/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:50:44 -04:00
Natalie
cbc68a68c1 docs(@projects/@magic-civilization): 🔎 p3-26 Gap-2 — era max_tier cap is non-parity; fired-event surfacing is observability-only
Verified file:line: the live GDScript events modules have NO era-based max_tier
cap (0 hits) — headless flat max_tier=10 is correct parity; an era cap would
invent a rule the game lacks (gold-plating, dropped). And natural events already
fire + apply terrain effects headless; only the fired list surfacing to
TurnResult is missing (processor.rs:1117 `let _fired =`), an observability nicety
not a system gap. Confirms the headless natural-events system is functionally
complete; narrows Gap-2's real remainder.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:29:41 -04:00
Natalie
ac5efa4bec docs(@projects/@magic-civilization): 🌊 p3-26/27 — close marine gap (Rust-authoritative); drop ocean-collapse as gold-plating
Verified file:line that the marine→climate feed is already complete headless:
process_climate_phase → ClimatePhysics::process_step → compute_global_stats
writes grid.ocean_dead_fraction (reef-based, physics.rs:800) and step_evaporation
consumes it (physics.rs:460), every turn. Gap-1's "marine_harvest remaining"
is CLOSED.

Correction: mc_ecology:🌊:tick_ocean_state (4-phase trophic cascade) is
wired in NEITHER the live GDExt bridge NOR the live GDScript — the live game
runs a simple fish-stock ocean_dead_fraction (marine_harvest.gd), not the
cascade. Wiring tick_ocean_state headless would build a system the live game
doesn't run (parity ≠ gap). Marked OUT/gold-plating with citations so a future
session doesn't port it. The Rust reef-based formula vs the live fish-stock
formula is a divergence; Rail-1 → Rust drives, no reconciliation owed.

Also recorded D1 ruling (distinct ItemProduced) in p3-29.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:27:29 -04:00
Natalie
a0ace92c23 docs(@projects/@magic-civilization): p3-29 — T2/T3 done; correct T5 scope + T6 keystone status
§A event emission now DONE except ItemProduced (T4, blocked on D1):
- T2 UnitHealed (158ef4d1b), T3 GoldenAgeStarted/Ended (a87ea9f4d).
Corrected T5: the buffer pattern alone is insufficient — EcologyEngine::
process_step returns only flora transitions; fauna births/deaths + biome
changes are unreported by the headless engine (live signals come from
fauna.gd). T5 needs a new mc-ecology report surface + an owner ruling on
creature-event granularity. Also marked T6 keystone DONE (was pre-landing).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:20:13 -04:00
Natalie
a87ea9f4d4 feat(@projects/@magic-civilization): 🌅 p3-29 T3 — Rust turn emits GoldenAgeStarted/Ended
The live GDScript turn emitted `golden_age_started`/`golden_age_ended` inline;
the headless happiness phase flipped `golden_age_active` silently. Detect the
false→true / true→false edge in `process_happiness_phase`, buffer it into a new
transient `GameState.pending_golden_age_events` (registry-has-no-event-sink
pattern), and drain it in `step()` into `GoldenAgeStarted`/`GoldenAgeEnded`.
Both edges emitted since the live UI consumes both signals (event_bus.gd). No
wire surface — dispatch drops them; live UI reads the kind-tagged event_to_dict.

Verified headless: mc-replay 20/0 (golden_age_events_serde), mc-turn 291/0
(golden_age_start_edge_buffers_started_event +
golden_age_end_edge_buffers_ended_event + event_collector_wiring).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:18:26 -04:00
Natalie
158ef4d1bd feat(@projects/@magic-civilization): 🩹 p3-29 T2 — Rust turn emits UnitHealed
The live GDScript turn emitted `unit_healed` inline; the headless healing
phase recovered HP silently. The healing phase runs in the end-of-turn
`fn(&mut GameState)` registry (no event sink), so follow the FloraSuccession
buffer pattern: stash `(player, unit_id, applied_amount, col, row)` into a new
transient `GameState.pending_heal_events`, drain it in `step()` into
`TurnEvent::UnitHealed`. The buffered amount is the CLAMPED delta actually
applied (not the nominal heal rate). No wire surface — dispatch drops it; the
live UI consumes it via the kind-tagged `event_to_dict` dict.

Verified headless: mc-replay 19/0 (unit_healed_serde), mc-turn 289/0
(healing_buffers_unit_heal_event_with_applied_amount +
healing_buffers_clamped_amount_near_full_hp + event_collector_wiring).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:12:07 -04:00
Natalie
236a5058e5 feat(@projects/@magic-civilization): 📣 orchestration transparency — announce specialist start/finish
Adds a narration convention so the user SEES the orchestration (and can verify parallelism at a
glance): whoever orchestrates emits a "▶ Dispatching [parallel|sequential] (N): agent(task)…" start
line and a "✓/✗ agent — outcome · proof" finish line per specialist. "parallel" must match behavior
(one message, multiple Agent calls). Milestone/decision/blocker also go out-of-band via TTS(ravdess02)
/ PushNotification; per-dispatch stays text-only (TTS every spawn = noise). Wired into the playbook
(agents-task-map.md), the team-lead agent, and the finish-game-1 skill's reporting section.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 06:09:18 -04:00
Natalie
7681def5b5 docs(@projects/@magic-civilization): p3-29 — T1 CultureResearched done; correct §B keystone (already landed)
T1 (CultureResearched event) landed in 74844f74d. Also corrected the §B
keystone status: the generic events[] in turn_result_to_dict was marked
"NOT STARTED" but actually landed with step 2 (a9b92df51, lib.rs:6573) —
verified file:line. Code wins over the drifted note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:05:22 -04:00
Natalie
74844f74d3 feat(@projects/@magic-civilization): 🎭 p3-29 T1 — Rust turn emits CultureResearched
The live GDScript turn emitted `culture_researched` inline; the headless
Rust turn dropped tradition completions. Emit a `TurnEvent::CultureResearched`
at the completion site in `process_culture_research` (single-source per Rail-1),
translate it to the existing `wire::Event::CultureResearched` in dispatch (not
dropped), and surface it as a kind-tagged dict in `event_to_dict` so the live
turn_manager will receive it at the Rail-1 swap. Threaded the events sink into
the phase + both call sites.

Verified headless: mc-replay 18/0 (culture_researched_serde), mc-turn 287/0
(event_collector_wiring), mc-player-api 138/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 06:03:47 -04:00
Natalie
6e3d9b2fd2 feat(@projects/@magic-civilization): 🔎 session bootloader leaves a verifiable trace
The hook left no trace, so 'did the bootloader fire this session?' was unverifiable. Now every fire
(a) stamps the orientation header with 'bootloader fired <UTC>' (visible in-context) and (b) appends
a line to .local/last-session-orient (gitignored breadcrumb) — so verification is one command:
cat .local/last-session-orient. Answers the 'how do I know it bootloaded?' question deterministically.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 06:00:28 -04:00
Natalie
f1fda3c18a feat(@projects/@magic-civilization): 🎮 add /finish-game-1 skill — autonomous Game-1 completion driver
Replaces the ad-hoc "/loop finish game 1" with a durable skill that captures both the mission and the
method. Encodes: the 3-part definition of done (scope complete + headless sim complete + Rail-1
getState unification), the per-iteration loop (orient → load rails → pick → classify → implement →
verify-by-type → commit → continue), the stop-and-ask conditions (balance/scope/architecture/render-
host = owner's call), and the guardrails this session paid for (verify premises, Rust drives, eliminate
don't fix the orchestrator, no stubs, don't gold-plate). Chains the tooling built this session
(session-orient → specialist-preamble → code-layering → orchestration).

First project skill; creates tooling/claude/dot-claude/skills/. Available next session (skills load at
session start).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:41:57 -04:00
Natalie
54d7f8f630 docs(@projects/@magic-civilization): 🧭 tooling — encode getState/never-reconcile + verify-premises lessons
Final agent-tooling pass folding in this session's hardest-won lessons (previously only in my memory):

code-layering.md:
- anti-pattern #4 "fixing the orchestrator instead of eliminating it" (the swap→extract→FFI drift;
  the fix is usually DELETE the GDScript path, let Rust compute + UI render getState()).
- anti-pattern #5 "UI holding state / calling logic instead of reading getState()".
- principles rewritten: (1) Rust drives everything — divergence is a bug to DELETE, never reconcile;
  (2) the UI is a pure view of getState() (render/act/end_turn, GdPlayerApi is the reference);
  (3) single-source LOGIC not necessarily STATE — but never two state copies in ONE running game.

specialist-preamble.md (always-loaded core):
- verify rule gains "verify architectural PREMISES before committing to a plan" (the 3-turn drift,
  collapsed by one grep of view.rs).
- layering rule gains the Rust-drives / UI-is-a-view-of-getState one-liner.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:38:43 -04:00
Natalie
b93328cd11 docs(@projects/@magic-civilization): p3-29 — correct false claim: getState() is ALREADY a rich projection
Self-correction (the prior commit's "view_json carries almost nothing renderable" was wrong — an
over-grep that only caught the yields line). Verified PlayerView (view.rs:318): CityView carries
position/owner/population/production_queue/owned_tiles(territory)/hp/focus; UnitView carries
position/hp/movement/xp/fortified/sentry; TileView carries position/biome/improvement/river/
explored+visible(fog)/owner_city; plus resources/research/culture/civics/diplomacy/score.

So the projection foundation largely EXISTS — the gap to "UI calls getState()" is the GDScript side
(renderer reads CityScript/Player entities, not PlayerView). Recast target updated: the bulk is the
GDScript rewire to consume view_json + switch the turn to end_turn(); the only genuine projection
additions are render-only extras (animation deltas/UnitMoved, VFX, player colors, minimap).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:33:58 -04:00
Natalie
84790caf74 docs(@projects/@magic-civilization): 🎯 p3-29 corrected (v2) — UI is a pure view of getState(); folds into p3-25
Owner: "shouldn't the UI just call getState()?" — re-asserting the p3-25 directive. Both prior
framings were wrong: v1 (swap orchestrators) and v1.5 (extract each formula into an FFI the GDScript
turn calls) BOTH keep GDScript calling logic / holding state. Correct architecture (already proven by
the headless GdPlayerApi): Rust owns ALL state + runs the whole turn (end_turn); view_json = getState
is the complete render projection; UI renders it + sends act(). The dual GameState is THE bug, not a
constraint. The 4 inlined modifiers vanish when turn_processor.gd::_process_* is deleted — no
per-formula FFI extraction. Folds into p3-25 (complete the projection). First step: projection-gap
audit (what the renderer reads from entities vs what view_json carries — today: almost nothing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:31:48 -04:00
Natalie
6b1d92b2af docs(@projects/@magic-civilization): 🔍 p3-29 recast — audit live turn; swap→logic-extraction (drop B7)
Owner reconsidered the swap. Audit (verified file:line) shows the live turn_processor.gd already
delegates the TICK to Rust in every phase but inlines 4 MODIFIER formulas with hardcoded constants —
_process_growth (CONFIRMED divergence from mc_happiness::get_growth_modifier), _process_production
(0.75/1.2), _process_culture (1.2), _catchup_research_mult (1.5×). Recast from a big-bang state swap
to incremental logic extraction: each phase keeps its state + FFI tick; only the inlined formula
moves to its owning crate. No state migration; former B7 city-model convergence DROPPED (dual state
is legitimate — single-source is LOGIC not STATE). Worklist added; swap steps 3-5 marked superseded.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:21:37 -04:00
Natalie
8628ea7d88 feat(@projects/@magic-civilization): 🧭 add SessionStart bootloader — live project orientation for fresh sessions
No project bootloader existed: a new session/agent booted with only the static CLAUDE.md router and
had to manually dig for current state. Adds a SessionStart hook (session-orient.sh) that injects a
LIVE orientation every session — the dynamic counterpart to the static router:

- In-flight objectives (partial/stub from objectives.json) — where to resume
- Blocked count + last 5 commits + unpushed-commit warning (94 right now; forge down)
- Verify-before-trusting reminder + tooling entry-points (preamble / orchestration / code-layering)

State is read live every run (objectives.json + git) — never embedded, so it can't go stale
(the same anti-drift principle the agent tooling enforces). Read-only, <2s, never breaks the
session (any error → exits 0). Dual-mode: hook JSON by default, `--human` prints markdown for
manual mid-session re-orientation (`bash .claude/hooks/session-orient.sh --human`).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:57:33 -04:00
Natalie
97c153f71f docs(@projects/@magic-civilization): 🧑‍🔧 restructure specialist agents — shared DRY core + per-agent delta + orchestration playbook
Specialist agents had ZERO shared instruction layer — each inlined its own knowledge, none
referenced the rails/layering/verification rules, so the same mistakes recurred. Restructured
into a DRY shape grounded in the bugs this session surfaced:

NEW specialist-preamble.md — the shared core every specialist loads first. Six commandments,
each earned by a real violation: (1) verify-don't-infer incl. docs/memory drift (the rust-source
false claims), (2) code-layering (formula vs orchestration vs presentation vs content vs type),
(3) prove-it by output type (cargo test / headless loop / golden-repin / render-proof), (4) stay
in scope (Game 1, no gold-plating disabled systems), (5) objective state = pointer+protocol not
embedded, (6) safety/workflow (build-output, atomic commits, worktree-fork→file-extraction).

agents-task-map.md rewritten as the orchestration PLAYBOOK (not just a lookup): dispatch-vs-inline,
parallel-by-default, the mandatory verify gate per output type, the worktree-fork integration rule,
"specialists return data not prose". Fixed the phantom mc-magic row (Game 2/3, no crate).

All 13 agents converted to thin shared-core pointer + domain delta (fault line + domain docs +
how-to-verify), each fault line drawn from a real drift risk for that specialist. Router + README +
CLAUDE.md agents section updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:42:23 -04:00
Natalie
947183f3ce docs(@projects/@magic-civilization): 📊 regen objectives dashboard after p3-26/27/29 status changes
Auto-regen of objectives.json + DASHBOARD_* reflecting this session's status edits (p3-26 B-series,
p3-27 biosphere, p3-29 steps 1-2). Bookkeeping only; split out of the agent-tooling commit to keep
both atomic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:29:43 -04:00
Natalie
40dbe84415 docs(@projects/@magic-civilization): 🧭 agent tooling — add code-layering decision guide + fix rust-source-of-truth drift
Better-guide-agents pass, grounded in this session's architecture review (GDScript turn-logic
divergence, rules leaked into mc-core). Two-pronged:

NEW `code-layering.md` — the decision PROCEDURE that was missing (the Rails state the rule; agents
still drifted because there was no "where does this code go?" procedure). Classifies every change as
formula/orchestration/presentation/content/shared-type, gives each one home, mandates grep-before-
reimplement, uses biomes as the template, records the real anti-patterns hit. Wired into the
always-loaded router + README index.

FIX `rust-source-of-truth.md` drift (it was actively misleading agents):
- "AI exception (one of one)" CONTRADICTED Rail-1 → recast as tech-debt; GdAiController DOES exist
  (api-gdext/src/ai.rs:333), dispatch via mc_player_api::controllers.
- crate table listed phantom `mc-magic` + claimed BiomeRegistry in mc-core (false) → accurate
  pure-logic-vs-orchestrator table; mc-core = shared TYPES, no rules.

game-systems + godot-engine agents point at code-layering at the fault lines they own.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:29:29 -04:00
Natalie
e307db755d docs(@projects/@magic-civilization): 📡 p3-29 steps 1-2 done — Rust turn emits + surfaces UI events; swap is render-gated
Step 1 (CityGrew/CityBordersExpanded/FloraSuccession) + step 2 (events in step result dict)
complete + headless-safe. Latent siege-suppress bug fixed (7f4b69eac). Remaining: the live
turn_manager swap (steps 3-5) — render-gated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:58:32 -04:00
Natalie
a9b92df51b feat(@projects/@magic-civilization): 📡 p3-29 (step 2) — surface turn events in GdTurnProcessor.step result dict
turn_result_to_dict now includes an "events" array (each TurnEvent mapped via the reused
replay::event_to_dict, now pub(crate)) — CityGrew, CityBordersExpanded, FloraSuccession,
CityBuildingCompleted, UnitCreated, CityCaptured, etc. So when turn_manager adopts
GdTurnProcessor.step (the Rail-1 swap), it can translate result["events"] → EventBus signals
and the GDScript turn orchestration can be deleted. gdext compiles.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:58:01 -04:00
Natalie
7f4b69eac1 fix(@projects/@magic-civilization): 🛡️ p3-26 B2 — siege-suppress city healing (besieged cities don't heal)
Regression fix: the B2 healing phase ran end-of-turn BEFORE siege and healed cities
unconditionally — so a besieged city healed (e.g. 30→50 hp) before the same turn's siege
resolved, defeating captures (last_survivor_via_capture got empty events: a 30-hp city +
3 attackers @15 = 45 dmg no longer captured after healing to 50). Bisected to this session
(passed at e926345ad; the healing phase introduced the bug).

Fix: process_healing_phase now snapshots all units' tiles and SKIPS healing any city with an
enemy unit on its tile (under siege) — real-time siege-suppress matching the live game's intent
(its `last_attacked_turn` window). Un-besieged cities still heal. Tests:
besieged_city_does_not_heal (new) + last_survivor_via_capture (restored) + healing 11/0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:44:34 -04:00
Natalie
91095be232 docs(@projects/@magic-civilization): p3-29 step 1 complete — Rust turn surfaces CityGrew + CityBordersExpanded + FloraSuccession
All three granular UI events the GDScript turn emitted inline are now emitted by the Rust turn
(replay value now; UI-parity ready for the swap). Remaining: step 2 (dict surface) + steps 3-5
(turn_manager → GdTurnProcessor.step + delete GDScript orchestration + render proof).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:28:54 -04:00
Natalie
8e17594564 feat(@projects/@magic-civilization): 🌿 p3-29 (3) — surface FloraSuccession; step-1 event enrichment complete
Third + final p3-29 step-1 event. The ecology phase (uniform fn(&mut GameState) registry
signature, no event sink) buffers its flora-succession transitions into a transient
GameState.pending_flora_events; step() drains them into the TurnResult as
TurnEvent::FloraSuccession — single-source replacement for the GDScript turn's flora_succession
signal, avoiding a 40-call-site registry-signature cascade. Surfaced through all four TurnEvent
consumers + tested (step_drains_flora_buffer_into_flora_succession_events).

p3-29 step 1 DONE: the Rust turn now emits CityGrew + CityBordersExpanded + FloraSuccession —
the granular UI events the live game's GDScript turn emitted inline. Replay value now;
UI-parity ready for the swap (steps 3-5). Events-only → golden/combat unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:26:11 -04:00
Natalie
dc3fc0926d docs(@projects/@magic-civilization): 🌱 p3-29 step-1 — CityGrew + CityBordersExpanded done; FloraSuccession bundled with the swap pass
The 2 high-value growth/border events are surfaced from the Rust turn (replay value now,
UI-parity at the swap). FloraSuccession deferred: the ecology phase's registry signature
(fn(&mut GameState)) has no event sink, and the registry-events refactor belongs with the
swap (steps 3-5), so flora rides with it rather than triggering a 40-call-site cascade now.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:47:07 -04:00
Natalie
841f741ed5 feat(@projects/@magic-civilization): 🗺️ p3-29 (2) — surface CityBordersExpanded as a turn event
Second p3-29 step-1 event: the Rust turn emits border expansion (process_culture now takes
&mut events, collects claimed tiles + flushes TurnEvent::CityBordersExpanded with clan/city/hex)
— single-source replacement for the GDScript turn's inline `city_border_expanded` signal.
Surfaced through all four TurnEvent consumers + tested (culture_expansion_claims_frontier_tiles
now asserts the event). Events-only → no state change → golden/combat unaffected. 2/3 step-1
events done (CityGrew, CityBordersExpanded); FloraSuccession next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:43:38 -04:00
Natalie
f829d87e59 feat(@projects/@magic-civilization): 🌱 p3-29 (1) — surface CityGrew as a turn event (single-source UI prep)
First step of the Rail-1 turn-unification: the Rust turn now EMITS city growth as
`TurnEvent::CityGrew` (process_city_production collects grown cities + flushes the event with
clan/city/population/hex), instead of growth being a silent state mutation only the GDScript
turn announced (`city_grew` signal). Surfaced through all four TurnEvent consumers (replay
turn(), mc-player-api wire drop, api-gdext replay dict, test labels).

Value now: richer replay. Value next: when turn_manager switches to GdTurnProcessor.step, it
translates this event to the EventBus.city_grew signal — letting us delete the GDScript growth
logic (Rail-1 DRY). Doesn't change turn state (events only) → golden + combat tests unaffected.
mc-turn city_growth_emits_city_grew_event green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:32:57 -04:00
Natalie
dd31de9acb docs(@projects/@magic-civilization): 🔎 p3-29 — audit: the DRY fix's bulk is event-surfacing for UI parity, not the call-swap
TurnResult.events_emitted is replay-thin (founded/captured/killed/created); live UI needs
city_grew/building_completed/border_expanded/culture_researched/flora_succession. Real p3-29
work: enrich Rust event surface (headless-safe) → surface in dict → GDScript translates →
swap+delete → render-proof. Steps 1-2 carry no live-game risk.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:16:39 -04:00
Natalie
1a4c9c7d36 docs(@projects/@magic-civilization): 🏛️ p3-29 — Rail-1 turn unification objective (the real DRY fix)
Owner flagged the duplication: live game runs GDScript turn orchestration (turn_processor.gd
_process_* + EcologyState.tick) while headless runs mc-turn::step — two turn orchestrations.
This session built mc-turn::step into the complete single source of truth; p3-29 is the capstone:
switch turn_manager to GdTurnProcessor.step (bridge already exists at lib.rs:6354), render the
TurnResult for UI, delete the GDScript orchestration. HIGH-STAKES live-game rewrite — needs a
render proof before merge.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:13:36 -04:00
Natalie
e8e58fb278 docs(@projects/@magic-civilization): ☀️🧊 p3-26 B8 — events 9/12 (solar+glacial added)
9 mc-climate event categories live; pandemic/ecological fauna via disease applier; marine via
process_step; magical→G3. Event system effectively complete.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:03:23 -04:00
Natalie
8022722a33 feat(@projects/@magic-civilization): ☀️🧊 p3-26 B8 — solar + glacial event categories (9/12)
Two climate disaster categories via the existing magic_heat_delta forcing field (which the
climate physics adds to temperature each step, then decays — so the effect is persistent +
transient like the GDScript duration, no new grid field/physics change):
- solar: global warming — every tile's magic_heat_delta += global_heat.
- glacial (cold): cools a hex disk (magic_heat_delta += negative temp_delta) + dries it
  (moisture_loss), skipping open water. (warm-T5 runaway + river-freeze deferred.)
apply_solar/apply_glacial + dispatch + match arms + tests. mc-climate 65/0.

Events: 9/12 live (wildfire/drought/volcanic/seismic/impact/tsunami/plague/solar/glacial);
pandemic/ecological fauna handled by the disease applier; marine via process_step; magical→G3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 02:03:02 -04:00
Natalie
245a0af95a docs(@projects/@magic-civilization): p3-26 B6 DONE — equipment craft→equip→combat live; loot=B5 parity-optional
B6 complete: B6a (recipe refinement) + B6b core (MapUnit.equipped + combat-read + CraftEquipment
action). Full chain — refine raw→processed → craft (consume materials) → equip → unit fights
harder. Loot drop-on-death/decay (B5) is parity-optional (disabled in the live game too).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 23:46:41 -04:00
Natalie
5288555bdb feat(@projects/@magic-civilization): ⚔️ p3-26 B6b (4/4) — CraftEquipment action (populate path; gear reachable in play)
Closes the equipment loop — units can now obtain gear in headless play:
- ItemCombatBonus extended to a full item def (+ category + materials from production.materials);
  the loader stores ALL items (craftable), not just combat-bonus ones.
- PlayerAction::CraftEquipment { unit_id, item_id } + dispatch::craft_equipment — looks up the
  item def, verifies + consumes its raw materials from strategic_ledger (the refined outputs
  B6a produces — recipe→craft chain), then pushes an EquippedItem onto the unit. Rejects on
  unknown item / insufficient materials.

End-to-end: B6a refines raw→processed → CraftEquipment consumes materials → equipped gear →
B6b combat-read adds attack/defense. Tests: craft consumes+equips, rejects insufficient.
mc-player-api 138/0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 23:44:33 -04:00
Natalie
a44ba951bd feat(@projects/@magic-civilization): ⚔️ p3-26 B6b (3/3 boot) — FFI + harness boot the item combat table
- GdPlayerApi::set_item_combat_json — loads item combat bonuses onto GameState.
- player_api_main._apply_item_combat — stamps DataLoader.get_all_items() via the FFI at boot,
  emitting item_combat_api_loaded.

Equipped gear now boosts units in real headless combat (table booted → combat-read live).
gdext compiles. Remaining for full B6b: a Craft/Equip action to populate units' gear + loot
drop-on-death/decay (B5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 21:15:09 -04:00
Natalie
a3dac211e3 feat(@projects/@magic-civilization): ⚔️ p3-26 B6b (2/3) — equipment combat bonuses (units fight harder with gear)
The combat-read half of equipment:
- GameState += item_combat: BTreeMap<String, ItemCombatBonus{attack,defense}> (#[serde(skip)]
  boot) + load_item_combat_json (sums items.json stats: melee_bonus+ranged_bonus → attack,
  armor_bonus → defense).
- processor::equip_combat_bonus(unit, table) sums a unit's equipped-item bonuses; injected into
  BOTH combat paths (process_pvp_combat formation params + the click/MCTS resolve helper) —
  added to attacker/defender attack + defense.

Safe by construction: unequipped units (empty `equipped`) + empty table → (0,0) → combat
unchanged, so all existing combat tests + the 20-turn golden are unaffected (verified:
mc-turn 284/0). Tests: equip_combat_bonus sums stats / zero for unequipped/unknown.
Remaining (3/3): FFI+harness to boot the item table + a Craft/Equip action to populate gear.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 21:13:16 -04:00