ReviewOS

stacks/the-settlers-iii-remake

[S3-028] Implement routing and dynamic obstruction recovery

#30
Closed chris opened this 9 days ago ·
9 days ago

S3-028: Implement routing and dynamic obstruction recovery

Parent and ownership

Parent epic: https://github.com/stacksjs/the-settlers-iii-remake/issues/7 Source owner: stacksjs/the-settlers-iii-remake. Master roadmap: https://github.com/stacksjs/the-settlers-iii-remake/issues/4.

Problem and observable result

Route around terrain and buildings. Respond to changed obstacles. Handle unreachable destinations without teleporting or busy loops.

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

Ordered commands advance an integer-tick world. Goods have locations and reservations, people have identities and jobs, and a player view renders only actual simulation state.

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

  • Route around terrain and buildings.
  • Respond to changed obstacles.
  • Handle unreachable destinations without teleporting or busy loops.
  • 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

  • Block a route mid-trip.
  • Verify bounded search and alternative routing.
  • 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.
9 days ago

Completed: routing and dynamic obstruction recovery

  • Bounded, deterministic A* over the six-neighbour lattice with slope costs and a climb limit (resources/game/engine/routing.ts). Civilians stay inside their territory; specialists may leave it.
  • When terrain, objects or buildings change under a cached path, the settler plans again from where it stands instead of walking through the obstacle.
  • Unreachable goals end the trip with an unreachable or search-limit diagnostic, with no teleporting.
  • Busy-loop fix found while testing: a pile placed under a tree let a carrier pick up a good, fail to reach the site, drop it as a new pile, and be sent again forever. Delivery back-off now keys on the destination and good after a pickup, and placement requires reachable piles and builder spots (da2a104). The regression produces 2,731 new entities in 3,000 ticks without the guard and stays bounded with it.

Tests: obstacles planted mid-trip force a re-route with every move a single lattice step; an island goal reports unreachable after exhausting reachable tiles; a five-node search limit is reported.

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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