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>
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| age-of-dwarves | ||
| age-of-elves/guide | ||
| age-of-kzzkyt/guide | ||
| sandbox | ||