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+posture568e43084, golden age0d501a3d7) 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>
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@ -130,6 +130,25 @@ to `state.trade_ledger`, (d) projecting it all.
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inter-player trades (trade_willingness axis, gold-from-sales) form again.
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`load_deposit_categories_reads_real_deposits` (mc-sim) passes; both bins compile.
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## Phase-0 projection completeness (2026-06-27 — owner re-scoped to the full UI-pure-view migration)
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Owner directive: *"remove all game logic from GD; UI completely driven by the Rust game server."*
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This objective's view-completeness is **Phase 0** of that program — see the blueprint
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`.project/designs/p3-rail1-ui-pure-view-migration-design.md` (verified 3-surface audit + phased
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sequence; the live game must converge onto the headless `GdPlayerApi` shape). Phase 0 is additive +
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headless-verifiable; Phases 1-4 (SOT flip / live turn = `end_turn()` / delete GDScript sim / render
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proof) are render-gated.
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Phase-0 increments landed (each `view_json`-additive, mc-player-api green):
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- [x] **Unit movement + tactical posture** (77a018e0f) — `project_units` stubbed
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`movement_left/max=0`, `sentry=false`, `promotion_available=false` despite the bench `MapUnit`
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carrying the data; fixed to read `movement_remaining`/`base_moves`/`is_sentrying`/
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`pending_promotion`. Added `UnitPostureView` (embarked/deployed/stealth/ambush/field_aura/
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fire_arrows/pursuing/shield_wall/braced/rage/war_cry) + `formation_id`, own-units-only.
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- [x] **Golden Age → HUD** (f64ef19ba) — `ResourceView.golden_age_active/turns`.
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- Deferred (real bench-model gaps, → Phase 1 SOT flip, not fabricated): unit `experience`/XP,
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per-city `culture_stored`, per-building `building_queues`, `placed_buildings` tile positions.
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## Notes
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**End-to-end proof (2026-06-26):** `process_trade_phase_forms_and_persists_strategic_swap`
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