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Author SHA1 Message Date
lane-b6
0fcbb69ba5 game/sim + app: ship construction -- the build-queue completion bookkeeping, and S11's sub-pass wired in
game/sim/construction.{h,cpp}: Game::ShipRecords (four per-hull-class arrays plus the
per-design vector, sized by ENUMERATION against the wire, not by what the code touches)
and the completion bookkeeping BuildQueue::ProcessTurn performs -- the per-class built
counter, whose indexed increment has EXACTLY ONE writer in the whole image, and the
find-or-append per-design record keyed by the design's object id. RunSystemConstruction
wraps the point pass and keeps each completion's design id, which the point pass alone
does not report.

game/sim/colony: corrected from the instruction stream -- with points <= 0 the entry test
branches to the epilogue, so the REMOVAL SWEEP IS SKIPPED TOO. Carried as a labelled
hypothesis: no corpus save can reach the state that shows it.

app/construction_phase.{h,cpp}: S11's build-queue sub-pass, reported on its own line
because what blocks it is not what blocks the rest of the colony turn. It is blocked on
the per-system output term for points; it is NOT what the archived ship census waits on.

tests/game_sim/test_construction.cpp: 65 checks, including a corpus oracle the campaign
already owned and had not noticed -- zuul-turn16-noderoute -> zuul-turn17-rollpending is a
real consecutive-turn pair in which six orders complete and one is partially advanced.
The test SOLVES for the point total rather than assuming it, so a non-FIFO order, a
per-order budget or skip-instead-of-stop each falsify it.
2026-09-08 14:39:20 -04:00
alex
a1910becb0 lane E3: the per-system visibility record, the explored sweep and the system observed-stamp
Three phases, one input. A star system carries four per-player masks and three of
them agree on nearly every system of every save the corpus holds, so a model built
on the wrong one looks right until it does not. The gate is the DERIVED
active-presence mask -- fleet-here OR gate-here OR owner, recomputed on every
arrival and departure -- not the sticky one and not the explored one.

  S29 SystemObservedStamp   the system's own last-observed turn (whole function)
  T17 RebuildPlayerViewTree the per-(system, player) observation record: who saw
                            the system, on what turn, and what encounter was there
  T21 UpdateSurveyAndStats  the explored sweep: seen this turn implies surveyed

game/sim/visibility is pure and knows nothing about save shapes; app/visibility_phase
wires it to them. The mask is READ FROM THE SAVE and never rebuilt: neither reference
pair moves a mask leaf, so the loaded value is the value these phases would see, and
rebuilding it from an unmodelled movement pass would be a change with no evidence.

Measured, closed and regressed reported separately and never netted:

  turn1-state -> turn2-state    209 -> 158   closed 51, regressed 0
  turn2-state -> turn3-state    108 ->  87   closed 21, regressed 0

of which this lane closed 46 and 16 (the rest were already closed at main). The 46
are the brief's 32-leaf target in full -- 8 record counts, 8 player ids, 8 turn
stamps, 8 encounter ids -- plus 8 system stamps and 6 explored masks.

Three further pairs the model was never fitted to, all zero regressions:

  human-turn2 -> human-turn3    353 -> 311   closed 42   (a different game, 21 systems)
  zuul15 -> zuul16              276 -> 264   closed 12
  zuul16 -> zuul17              341 -> 329   closed 12

The corpus's one discriminating row is a host test rather than a comment: a system
whose last visiting fleet has gone carries the sticky and explored bits set, the
active bit clear, and a stamp frozen a turn behind. The test asserts the freeze AND
asserts what the wrong gate would have produced, so a future edit that swaps the
mask fails loudly instead of quietly agreeing with five saves.

Labelled hypothesis, with the workload named in the header: the encounter id is
recovered from the encounter fleet at the system, because the field the original
reads is set once at map generation and is not on the wire. It agrees on all six
encounter fleets in the corpus and no save can separate it -- none kills an
encounter while leaving its system visible.

Not written, deliberately: the colony-ownership stamp that moves beside these.
Its gate is demonstrably NOT the active mask (one system in the corpus has a zero
mask and moves it anyway), the formula is not held, so it is reported, not written.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 13:38:12 -04:00
Alex
405ba41a1e U: the SetResearched unlock cascade, and the prediction for the run that checks it
Pure module game/sim/techgraph: PrereqsMet (AND of ORs, empty group fails),
SetResearched (stamps, child-cost sweep, sticky turnAvailable, zero-cost
recursion) and the newly-available collector, all read out of 0x00581e10,
0x0057d8e0 and 0x00587cc3.

Wired into the B3 hook in compare mode only, over the scratch node copies:
four more node write-backs, the EVENT_TECHS_UNLOCKED list (still an input,
still nullptr when it could not be computed), the de-duplicating observed-tech
append and the one RNG word RollResearchEvent draws.

docs/U-unlock.md section 4 is the prediction, written before the build was staged.
2026-09-08 06:26:00 -04:00
alex
43fc8836e1 ctest: register mars_parse and game_sim suites (host ctest 9/9) 2026-09-07 17:37:27 -04:00