ReviewOS

stacks/the-settlers-iii-remake

[S3-006] Decode original maps and mission information

#22
Open chris opened this 8 days ago ·
8 days ago

S3-006: Decode original maps and mission information

Parent and ownership

Parent epic: https://github.com/stacksjs/the-settlers-iii-remake/issues/5 Source owner: stacksjs/the-settlers-iii-remake. Master roadmap: https://github.com/stacksjs/the-settlers-iii-remake/issues/4.

Problem and observable result

Read geometry, entities, goods, players, and objectives. Distinguish supported map versions. Report unsupported records precisely.

The current application is a browser prototype. Passing the Riverlands campaign does not establish original-game or native parity. This issue is complete only when its stated behavior has retained evidence.

Evidence and interfaces

Verified source observations and decoded content enter immutable, versioned catalogs. Distinguish original facts, reference-remake behavior, and engineering decisions.

Pin the inspected revisions and fixture hashes in the implementation evidence. Original-game observations govern rules and timing. JSettlers is implementation evidence, not an authoritative balance specification. Unknown values remain explicitly unverified.

Acceptance criteria

  • Read geometry, entities, goods, players, and objectives.
  • Distinguish supported map versions.
  • Report unsupported records precisely.
  • The visible result agrees with the underlying simulation or platform state, including failure paths.
  • Tests exercise the maintained public interface and retain reproducible fixtures or execution receipts.

Test matrix

  • Compare known original map fixtures.
  • Reject corrupt records and allocation bombs.
  • Exercise invalid input, cancellation or interruption, and repeated execution where this interface permits them.
  • Verify determinism/conservation for simulation changes and resource ownership/disposal for platform changes.
  • Run owning-repository lint, relevant type checks and tests. Capture actual native output for native capability claims.

Scope constraints

Implement this behavior as a complete verifiable slice. Do not silently expand into adjacent tickets or substitute simplified gameplay. Keep the shared TypeScript simulation, shared stx signals, and ts-css conventions. Native gameplay and HUD must not depend on a WebView. HomeOS reuse must not introduce a kernel dependency into the game. Existing unrelated edits and authored guidance must be preserved.

Blocked by

Upstream release and adoption

Application behavior belongs here. If a reproduction identifies a framework defect, repair and release its owning source first, update Stacks where affected, then install the verified packages here.

No node_modules edits, copied runtimes, generated-source string patches, fabricated globals, successful no-op implementations, or skipped release gates. Push tested conventional commits as Chris to the owning origin/main without coauthor trailers or force pushes.

Completion evidence

  • Implementation commits and relevant upstream issue links.
  • Exact checks and results, fixture hashes, and screenshots/native execution evidence where applicable.
  • Published package versions, downstream lockfile identity, and release receipts when affected.
  • Remaining limitations stated explicitly. Partial work does not close this issue.
8 days ago

Progress: original map decoding (still open)

beac0d3 adds scripts/lib/s3-map.ts, a bounded decoder adapted from the pinned reference reader: checksum verification, map info, players, teams, landscape, elevation, objects, resources, settlers, buildings, stacks, victory conditions and quest text, with original numeric ids kept. Undecoded parts and uninterpreted bytes are reported as diagnostics; corrupt headers, bad checksums, out-of-range parts and allocation bombs are rejected with typed errors. All three Amazons demo maps decode with matching hashes; bun run maps:inventory --receipt wrote docs/content/map-decode-receipt.json (hashes, counts, versions and diagnostics only).

7b1cc36 turns decoded maps into engine worlds, and the browser can play the T1 tutorial map.

Remaining: base game, Mission CD and Gold maps (not available locally); semantics of undecoded part types, team-set tails and object ids 9 to 67 (see the new classification issue); victory record meanings (destroy buildings, survive units).

Evidence base for this update (all on main, authored as Chris):

  • 3ca4847 deterministic session, rules profile, routing, goods, carriers, construction, production, territory, visibility, saves and replays
  • da2a104 reference building geometry and the delivery livelock fix
  • b2efc1f the browser game on the engine, expanded original-media import
  • 7b1cc36 worlds from decoded original maps
  • a495e7a, 0a3ff46, 0e7889e, e5c1a53, f3b71ce, ed1dc8f controls, missions, render scene, save migration, checkpoints, audit and statistics

Checks: ./buddy lint (0 problems), bun run typecheck (app, tools, stx), ./buddy test --unit (106 tests, 0 failures), bun run assets:verify, bun run content:verify, and the production browser scenario. CI passed on 0e7889e and 9e2ba7c (which contains f3b71ce), including the production Chrome check.

Rule values are the roman-engineering 0.2.0 profile (resources/game/engine/rules.ts). Every value names its evidence class: manual candidates (M) from the pinned manual, reference-remake geometry (E), or placeholders (U) that name their owning issue. qualificationGaps() lists them and the profile cannot qualify a release. Adopting observed original values remains with S3-002/S3-007; nothing here is an original-executable observation.

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