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autocommit 8caa0446de feat(mc-ai): cross-turn tactical memory + army target-lock hysteresis (p1-29h Phase 1)
Ports the decisive-war mechanic from the juiced harness auto_play.gd:1109-1189
into the shipping Rust AI so the scripted controller fields it natively
(removing the dependency on the GDScript harness for decisiveness).

Capability (acceptance bullets 1, 2, 4):
- New `mc_ai::tactical::TacticalMemory { locked_target, commitment_turns }` —
  the cross-turn persistence channel. Lives on `mc_turn::PlayerState`
  (`#[serde(skip)]`, transient), NOT on the per-turn TacticalState snapshot
  (which round-trips FFI as JSON — a field there would mean GDScript shadow
  state, violating Rail 1) and NOT on the controller (a stateless shared
  singleton). Borrowed `&mut` by `dispatch::drive_ai_slot` via mem::take and
  threaded through `decide_turn → run_ai_turn → decide_tactical_actions →
  decide_movement` — the pure-Rust path p1-29d measures, zero GDScript.
- `TacticalMemory::resolve` folds the auto_play state machine: acquire nearest
  target when attacking, HOLD through tactical-score wobble for the commitment
  window (hysteresis), PRESS ON to the next objective when the locked target
  falls (capture → don't disperse), clear when all enemy cities are gone.
- `decide_movement` computes the army-wide lock once per turn (step 5b) and
  every non-adjacent military unit drives on it instead of per-unit greedy
  re-targeting — so captures get finished into eliminations.
- Commitment length is personality-derived (`thresholds::commitment_turns`,
  aggression 0.6 / grudge 0.4; axis=5 reproduces auto_play's =5) — Rail 2
  (ai_personalities.json axes), not a hardcoded constant.
- AiController trait gains `&mut TacticalMemory`; scripted threads it, mod
  (wasm/native) + learned + FFI-shim controllers take a documented transient.

Tests (cargo test -p mc-ai green: 278 lib, all integration; workspace --tests
checks clean on apricot):
- 10 `memory::` unit tests: acquire/hold/expire/press-on/clear/determinism.
- 2 `thresholds::commitment_turns` tests (auto_play baseline + personality).
- 1 `movement::army_lock_concentrates_and_persists_across_turns` integration
  test: a PERSISTED memory across two real decide_movement calls concentrates
  3 units on ONE locked city and holds it through a want_attack=false turn.
- No regression: mc-turn 235/235, mc-player-api 126+, mc-mod-host all green.

Phase 1 is the clean green commit boundary. Objective stays 🟡 partial:
bullets 3 (≥1 elimination measured), 5 (AUTO_PLAY_ALL_AI / asymmetric harness),
6 (p1-29d re-score) are Phase 2 (batch validation on apricot), not yet done.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 09:25:39 -07:00
.ai-arena-test
.forgejo
.out-of-scope
.project feat(api-gdext): GdGameState::civic read-side query surface (p3-05a-gdext-bridge) 2026-06-04 08:54:10 -07:00
docs docs(military): 📝 Update Phase 3 military communications documentation and add AI fairness testing objective for fog-of-war mechanics 2026-05-26 02:21:13 -07:00
drafts ui(site-c): 💄 Redesign layout, styling, and interactivity for Site C with updated HTML structure, JavaScript behavior, and CSS styling 2026-05-26 02:21:12 -07:00
engine/addons/magic_civ_physics
public feat(audio): generated audio.json manifest + ledger cleanup (p2-16) 2026-06-04 04:40:23 -07:00
screenshots
scripts infra(player-api): 🧱 Enhance player API server startup script and debugging tools with improved error handling and logging 2026-06-03 04:06:43 -07:00
src feat(mc-ai): cross-turn tactical memory + army target-lock hysteresis (p1-29h Phase 1) 2026-06-04 09:25:39 -07:00
tooling feat(sprites): OSS standin coverage p2-23..27 (536 PNGs) + xi-v11 charter 2026-06-04 04:40:14 -07:00
tools docs(objectives): wave-1 status flips + index regen + new specs + tooling 2026-06-04 04:40:40 -07:00
.claude
.env
.env.example
.gdlintrc
.gitignore chore(gitignore): 🔧 add missing .cache/ pattern to ignore build artifacts 2026-06-03 05:44:01 -07:00
.gutconfig.json
.mcp.json feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
.pnpmfile.cjs
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export_presets.cfg
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mcp_home.png
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pnpm-lock.yaml
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README.md docs(objectives): 📝 Clarify fog-of-war testing methodology in objectives and add setup instructions to README 2026-05-26 02:21:13 -07:00
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ss

Magic Civilization

Fantasy 4X turn-based strategy game in Godot 4 + Rust, hex grid.

Game 1 — "Age of Dwarves" (current Early Access): single race (Dwarves), 5 AI-only clan personalities the player can face as opponents (Ironhold, Goldvein, Blackhammer, Deepforge, Runesmith), no magic mechanics, mundane tech only. Full 4X loop (cities, tech tree, wonders T1-T10, combat, wild creatures, domination victory). High-tier items and late-game wonders carry ancient/inexplicable flavor as Game 2 teasers — effects remain strictly mundane numeric bonuses.

Game 2 — "Age of Kzzykt" (future): adds magic, ley lines, Archons, spells, Ascension victory, more races. Eventual vision includes 16 races and 5 magic schools (Civ5 + Master of Magic + Magic: The Gathering color pie).

Structure

engine/          — genre-agnostic game engine (GDScript)
  src/           — autoloads, entities, map, generation, modules, rendering
  scenes/        — Godot scenes (.tscn + .gd)
  docs/          — engine architecture docs

games/
  age-of-dwarves/   — fantasy game pack (the default theme)
    data/        — all JSON game content
    assets/      — sprites, icons
    docs/        — game design docs (combat, economy — spells/races are Game 2 scope)

guide/           — player guide web app (React/TypeScript)
  engine/        — @magic-civ/guide-engine (shared components)
  age-of-dwarves/   — guide pages for Age of Dwarves

packages/
  engine-ts/     — @magic-civ/engine-ts (auto-generated climate simulation)

tools/           — sprite generation, transpiler, screenshot capture

Docs

Engine (engine/docs/)

Doc Covers
ARCHITECTURE.md Project structure, autoloads, scene lifecycle
ABSTRACTION.md Genre-agnostic vocabulary, theme pack system
DATA_FORMAT.md JSON data schemas, DataLoader patterns

Game Design (public/games/age-of-dwarves/docs/)

Doc Covers
RACES.md 4 demo races, gendering, fusions, release schedule
ECONOMIC_SYSTEMS.md Economy, civic axis, capitalism cascade
GOVERNMENTS.md Government types and mechanics
GLOSSARY.md Term definitions
COMBAT_SYSTEM.md Combat mechanics (written when M8 is built)
military/COMMUNICATIONS.md Comms tiers, first-contact, courier envelopes, perceived state, war-dec semantics
SPELL_SYSTEM.md Spell/mana system (written when M9 is built)
ERA_SYSTEM.md Era progression (written when needed)

Build Process (.project/)

Doc Covers
ROADMAP.md Demo scope + 12-phase build sequence
FEATURE_GAP.md New systems beyond the reference implementation
tasks/m0-m4/ Milestone task lists with porting checklists

Quick Start

./run play          # Launch the game
./run editor        # Open Godot editor
./run lint          # gdlint engine/src/
./run test          # GUT tests headless
pnpm dev            # Serve the player guide