Implement crew type execution model

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2026-07-25 05:16:11 +00:00
parent 2824e5af13
commit c5da507df9
24 changed files with 1165 additions and 48 deletions
+7
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@@ -89,6 +89,10 @@ Move items into the main docs once they are finalized.
startup when a unit/item/trait references an unregistered trigger. Compose
personality, domestic/war specialty, item, inheritance, nation, and unit
triggers in the live turn-daemon battle path.
- [AI suggestion] Extend unit-set init/phase trigger specs from `string[]` to
a typed string-or-`{ key, args }` union before importing a legacy ruleset
that uses parameterized `buildWarUnitTriggerClass` arguments. Preserve
argument order and include it in differential trigger traces.
- Input snapshot format (seed, scenario, trigger inputs, game time)
- Deterministic RNG test harness guidelines
- Output comparison rules (sorting, tolerances, diff granularity)
@@ -107,6 +111,9 @@ Move items into the main docs once they are finalized.
## Data and Profiles (Lower Priority)
- [AI suggestion] Resolve the shipped `ludo_rathowm` unit set's
`defaultCrewTypeId=1100` mismatch with its `217xxx` crew IDs, then enable
catalog validation for default and castle crew IDs across every profile.
- [AI suggestion] Split gateway orchestration into immutable `Release`,
versioned `Ruleset`, `ProfileInstance`, `Deployment`, and first-class
`AdminJob` records. Store artifact/API/resource digests and an auditable job