4ae0876e34
Per canon decisions 2026-08-07 (advisor CONCEPT.md f12cb15, falsifier response): charges now generate on kills (kills_per_charge, chemistry chain kills feed the hand; per-hit generation removed). Kills drop scrap as physical pickups (amber diamond, magnet radius 70, drift to mech, 20s fade; grunt 1 / burster 3) — collection is the positioning reward gradient. Cumulative collected scrap gates card levels 1-3 (thresholds 12/30; per-level radius x1.25/x1.5 and power x1.15/x1.5 — HEAT L3 hits one-cast detonation threshold). HUD: level notches under slots + scrap counter. Salvage spawn is call_deferred: death can fire inside a physics signal flush where Area2D setup is blocked. Smoke gate: charge accrual now kill-fed, salvage drop + collection + level gating phases added, heat-target selection made retry-tolerant. 4/4 green on nh3-dev headless 4.7.1.
74 lines
3.6 KiB
Markdown
74 lines
3.6 KiB
Markdown
# Persistent memory — urm03 (U R M03)
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_Last updated: 2026-08-07_
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> **Always check for `/tmp/m03-dev-handoff.md`** — if it exists and its
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> `Written:` stamp is under an hour old, read it (it carries the in-flight
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> handoff from the previous session), then delete it. Older than an hour:
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> stale — delete it unread.
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## Repo purpose
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Implementation repo for **U R M03** (Godot 4.7.1): the strategy-forward
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mech auto-battler rogue-lite. Design canon lives in the advisor repo (see
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CLAUDE.md); this repo builds what canon ratifies. Current mission is the
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greybox falsifier (ROADMAP.md v1) that tests the design's three core bets.
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## Current state / in-flight
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_As of 2026-08-07 (post-falsifier):_
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- **Greybox build complete AND falsifier verdicts rendered** (ROADMAP
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v1 target met through capability 6). Verdicts: bet 2 (card-freeze
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rhythm) CONFIRMED; bet 1 (positioning) shaky → salvage-pickup loop
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adopted and built; bet 3 (chemistry) inconclusive → in-card
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randomness parked to belt stage.
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- **Post-falsifier loop built**: charges generate on kills; kills drop
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scrap pickups (magnet radius, fade); collected scrap gates card
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levels 1→3 (thresholds + per-level radius/power scaling, HEAT L3
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reaches one-cast threshold). Smoke gate green 4/4.
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- Canon amendments landed in the advisor repo at `f12cb15`
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(**local-only — that repo has NO git remote**): Freeze charge
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ratified, kill-charges + salvage-gated levels decided, randomness
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parked.
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- Everything is knobs; operator says "everything needs tuning" — no
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tuning pass done yet. v1.0 cut not yet made (operator sign-off
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needed; ROADMAP v1 target arguably met).
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## Recent decisions
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- `[2026-08-06]` Greybox discipline: direct implementation + headless
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smoke gate; contract/heid ceremony skipped — falsifier code's real
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review is the operator playtest.
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- `[2026-08-07]` Freeze charge meter adopted as the card-time variant
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for playtest (banded ladder, A/B vs unlimited toggle on M); canon
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ratification deferred pending playtest verdict — tracked at commit
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`73f84e7` + advisor repo CONCEPT.md § Open questions #0.
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→ `persistent-memory.d/2026-08-07-freeze-meter-variant.md`
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- `[2026-08-07]` Detonations are symmetric — they damage enemies AND
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the mech in radius: one grammar on both sides; heat play prices
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standing close (`1976149`).
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- `[2026-08-06]` Placeholder tag hues: KINETIC pale steel-blue, HEAT
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orange — canon assigns no tag colors yet (naming/color pass parked
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post-greybox).
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- `[2026-08-07]` Falsifier verdicts + resulting design decisions live
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in advisor-repo CONCEPT.md (§ loop stack amendments, decisions-log
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rows, open-question #0 closure) at `f12cb15` — design rationale is
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NOT duplicated here; that log owns it.
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## Tried and abandoned
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- `[2026-08-07]` `Engine.time_scale = 0` as the freeze — fake: physics
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still steps with delta 0 on 4.7 (probed headless), so delta-independent
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logic (heat thresholds, contact callbacks) kept firing while "frozen".
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Freeze = `SceneTree.paused` + hand on `PROCESS_MODE_ALWAYS`;
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`time_scale` only for dilation > 0 (`c340b7b`).
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- `[2026-08-07]` Committing new scripts without their `.uid` sidecars —
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the Mac editor generated its own untracked copies and the next
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`git pull` refused to merge over them. Import headless before
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committing so `.uid` files ride the same commit as their scripts.
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- `[2026-08-07]` Spawning physics nodes (Area2D) directly inside a
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physics signal flush (projectile `body_entered` → death → spawn) —
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Godot blocks collision setup mid-flush. Spawn via
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`add_child.call_deferred()` from any death/hit signal path.
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