docs(@projects/@magic-civilization): 📝 p3-18 — record explicit-embark deletion (P3b) + P4/P5 scope
Auto-embark is now the sole embark model. Remaining: transport (P4, large fresh Rust mechanic), GDScript mirror + vestigial-FFI trim (P5, needs build host), end-to-end conquest demo (P6). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1 changed files with 15 additions and 4 deletions
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@ -70,12 +70,23 @@ two-tier Civ model on the existing tree (`public/resources/techs/naval.json`):
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the embark tier (mountains/volcano/ice stay blocked). So a teched frontier /
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capital-march army paths across water. Tests `embark_opens_water_for_passability`
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+ `embark_never_opens_non_water_impassables`; mc-ai 287 green. Commit `6b41b07f4`.
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- [x] **P3b — delete the Civ-V explicit-embark model (single source).** ✅ Removed
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`ActionKind::Embark/Disembark`, the 4 embark `DisabledReason`s, the amphibious
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action-gen block, `handle_embark/handle_disembark` + dispatch, the dead
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`UnitCapability` embark fields + all fixtures/tests. Auto-embark is now the only
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embark model. mc-core 263 / mc-ai 287 / mc-turn 244 green. Commit `f830a1ce0`.
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(api-gdext `legal_actions_for`/`can_invoke` keep the embark FFI inputs as
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vestigial/ABI-stable — trimmed in P5.)
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- [ ] **P4 — transport load/carry/unload.** Implement the `transport` keyword:
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load adjacent land units (≤ capacity) onto a transport ship, they move with it,
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unload onto adjacent land. Carried units protected. Unit tests.
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- [ ] **P5 — GDScript pathfinder mirror.** `pathfinder.gd::_is_passable` mirrors
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the embark gate (or, preferably, the GDScript movement delegates to the Rust
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pathfinder so there is one implementation — Rail 1).
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unload onto adjacent land. Carried units protected. Unit tests. *(Large fresh
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mechanic — cargo state on MapUnit + load/unload + carry-move + combat. Pure
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Rust, cargo-test verifiable.)*
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- [ ] **P5 — GDScript pathfinder mirror + FFI trim.** `pathfinder.gd::_is_passable`
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mirrors the embark gate (or delegates to the Rust pathfinder — Rail 1); drop the
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vestigial embark inputs from `legal_actions_for`/`can_invoke` + their GDScript
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callers (`unit_panel.gd`, `unit.gd`, `test_unit_actions.gd`). *(Needs the build
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host: GUT + dylib; local cargo resolver panics on gdextension-api.)*
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- [ ] **P6 — end-to-end.** A headless 1v1 (both sides driven) reaches a decisive
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`game_over` by crossing water to capture the enemy capital — the demo that
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motivated this objective.
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