ReviewOS

stacks/the-settlers-iii-remake

Suggest productive keyboard harvest sites and explain barren fallback

#203
Closed chris opened this 7 days ago ·
7 days ago

A manual browser skirmish on ordinary rival seed 1 selected a legal woodcutter near the castle through the Resources button and Enter. Its initial working area had no trees, despite known reachable trees elsewhere in owned territory. The worker completed the hut and then reported nothing left in the working area. Manually moving its working area started real log production.

The owning keyboard site helper currently tests construction legality alone. Prefer the nearest legal site with reachable explored harvest resources through the same production router. Keep the existing legal fallback when no productive site is known, and tell the player when the suggested working area has no known reachable resources. Do not restrict manual placement, reveal hidden objects, change rules, grant stock, or adjust clocks.

Important correction: seed 1 initially has no known granite. Its barren quarry is not proof that the helper missed a usable quarry site. Retain the legal fallback and communicate the limitation instead. Seed 2 supplies a positive quarry production control.

Acceptance:

  • Ordinary seed 1 keyboard selection starts a usable woodcutter without manually repairing its working area.
  • Ordinary seed 2 quarry suggestion yields real stone; both producers complete with unchanged created stock and deterministic save/restore.
  • Preserve nearest legal ordering, map-edge handling, no-site behavior, and absent-resource fallback.
  • Browser UI reports absent known resources and normal input confirms the improved suggestion.
  • Source lint, types, unit and relevant browser checks pass, followed by exact main CI verification.

Refs #76, #52. This is an interface correction in the current engineering profile, not original Gold Edition qualification.

7 days ago

Source correction in progress on codex/settlers-harvest-sites, based on b0d1df3. The public keyboard site helper now prefers reachable explored harvest targets through the same production router used by the AI. It preserves nearest legal fallback and manual placement, with a visible warning for no known reachable resources.

Corrected old-source regression: 5 pass, 1 fail, 28 assertions. Current focused set: 6 pass, 0 fail, 36 assertions, including real construction, log/stone production, unchanged created goods, matching restored checksums and clean conservation. Important: the first seed-1 quarry expectation was invalid because no granite is known there; this was corrected, retained as negative fallback coverage, and is not counted as a fixed missed quarry site.

Native browser input confirms seed 1 now suggests woodcutter tile 25,61, completes it and produces one log. The quarry fallback visibly warns about no known reachable resources. Local raster and accessibility records retained; original media are not uploaded. This is one productive trip, not proof of sustained forestry or a human victory.

Lint/types/build pass. Eight browser suites currently pass; the full real-time battle and checkpoints are pending. The first full unit run was 317 pass / 1 timeout: the unchanged 20,000-tick charcoal prerequisite case exceeded its existing 5000ms budget under concurrent browser work. No assertions failed there. Retain this failure and rerun without competing live manual simulation; do not increase the deadline. Keeping this issue open until full qualification and exact main CI.

7 days ago

Published cc702ac8 by normal fast-forward to main as Chris, without coauthors. Exact main CI 40244633903 is running; this issue remains open until it and its original artifact are verified.

Local qualification is complete: 318 unit tests, 23118 assertions, all 385 fresh browser steps with no errors, including the full real ten-minute 4x battle and save/reload. Lint/types/assets/fidelity/roadmap/build pass. Native input confirms the seed1 woodcutter suggestion at25,61, actual log production and the absent-known-granite warning. Receipt.

The timing-sensitive charcoal negative unit replay is now a direct regression at its captured first-failure decision10080, with recorded provenance, unchanged query checksum, and a failing demand-guard-removal mutator. The unchanged full20000tick window also passes separately with250decisions, zero premature orders, clean audit and no created-goods changes. Existing real production, save/restore, simulation clocks and battle budgets remain unchanged. The earlier timeout and corrected seed1 quarry expectation are retained transparently in the receipt.

This improves normal keyboard construction. One harvested tree does not establish sustained forestry, a human victory, original Gold Edition agreement or native game presentation. Broader issues remain open.

7 days ago

Qualified on main at cc702ac8, authored and committed by Chris without coauthors, normal fast-forward. Exact CI40244633903 succeeded. The original artifact12618617732 (19651bytes) matches GitHub SHA256 46b79dfa1daa049459610a92c9ee7f6836cdb17b8d32b434a3d224fd0d23bdfe. Every ZIP CRC, all385steps and all empty error collections were verified, including the unchanged ten-real-minute4x battle with actual save/reload.

All318unit tests /23118assertions, lint/types/assets/fidelity/roadmap/build pass. Native input confirms the productive seed1 woodcutter suggestion, one actual log and the honest absent-granite warning. Public regressions retain real construction/production, unchanged created stock, deterministic restores and the original legal fallback/corner/distant-site behavior. The charcoal negative now directly tests its captured first-failure decision; removing the demand guard fails it. The full20000tick former negative window also passes separately. No rules, physics, stocks, clocks or battle budgets changed. Source receipt.

Closing this scoped interface correction. Broader73/74/76/4 remain open. One harvested tree is not sustained forestry, and the manual skirmish later ended in defeat, not a human victory. The next reproduced playability gap is #204: normal concurrent construction can strand all hammers in surplus idle crew; lowering the staffing cap currently cannot recover them. Pinned remake source supports real tool recovery. Exact original Gold timing and native presentation remain unverified.

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